Seraphor
Seraphor
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- Seraphor
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- They went off looking for another target, with the best intentions, but found no one, so they panicked, returned to the hook for a more guaranteed target, and once you were rescued, as the only injured survivor, you were the most appealing target.
- They feigned leaving the hook to encourage a hook rescue, just so they could immediately hook you a second time.
Both are possible, and you'll never know which once it was in this case.
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@thefallenloser said:
There’s no reason to complain anymore because she’s already a well acknowledged issue. No point in continuing to talk about it when what is seemingly a majority of players think she needs some changing.
Any more other than the occasional lone thread is just running in circles.
Yeah you're right. 2 years of complaining is ok, but 2 years and 2 months is just too much, it's just time to retire the 'Nerf Spirit' narrative, and has nothing to do with the fact she's currently suffering due to the recent sound bugs.
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Because less people are playing Spirit, for some reason, even though she's an unstoppable killing machine with 'no counter' who takes 'zero skill to get a 4K with'.
So Wraith is the next target.
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I think the way a Flamethrower power could work, is that it immediately applies the deepwound, and as long as survivors remain within the area of effect, sprinting doesn't pause the timer. So if you're chasing someone while spraying, their deepwound is constantly ticking down, and if they can't evade the spray or block LoS, then they're going down.
It might be called something else and have a burnt-like effect on the survivor, but mechanically it would be identical to deepwound, in that once they have evaded you, they need to 'tend to their burns' or 'mend' to prevent from losing another health state.
Kinda like... Bubba crossed with Legion, with slightly more range than Bubba but no speed increase from Legion.
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What would be the difference between Ranked and Casual exactly?
How would Casual be any less 'sweaty'?
How would you prevent the more experienced players being matched with less experienced players and wiping the floor with them? Maybe some kind of skill-based ranking system that matches players of equal or similar skill level?
What would incentivise players to not try too hard to win? Perhaps if Casual mode didn't award bloodpoints?
If you haven't realised yet, we already have the two modes available. They're called public matches (ranked) and custom games (casual).
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@TacitusKilgore said:
The issue is it could end up promoting tunneling. Killer and survivor HUDs should always be different, because they require different forms of information to be fairly balanced.
Thing is, if you want to tunnel someone out of the game, you don't need to count how many times they've been hooked. You just keep hooking them until they're out.
Without this information, it's easy to lose track of who's been hooked how many times, and accidentally tunnel people out of the game.
So I'd say the lack of this information leads to more tunnelling.
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@VikingWilson said:
https://us.v-cdn.net/6030815/uploads/QSELX9Y7RL9J/genspeeds.jpg
Optimally, two survivors on a gen is best, provided the gameplay of DBD and crunch time. More than two are just cherries on top. Now, those make for ridiculous speeds and I suggest that the diminishing returns get reversed, as in the more survivors on a gen, the less the diminishing return hurts.
1 survivor - 100% overall speed
2 survivor - 155% overall speed (rather than 185%)
3 survivors - 270% overall speed (no change)
4 survivors - 385% overall speed (rather than 355%)
Two survivors nearly halving the time, while a third hopping on takes off only a handful, and a fourth just a couple of seconds is wonky. This would address the insane speeds generators can pop off and give the regular killer a bit more of a chance without having a sweatfest.
Your math is a bit off here. Current total gen speeds are as follows:
1 Survivor = 1.0c/s = 100%
2 Survivors = 1.7c/s = 170% (not 185%
3 Survivors = 2.1c/s = 210% (not 270%)
4 Survivors = 2.2c/s = 220% (not 355%)
Your changes would result in the following completion times:
1 Survivor = 100% = 1.0c/s = 80s
2 Survivors = 155% = 1.55c/s = 51.6s
3 Survivors = 270% = 2.7c/s = 29.63s
4 Survivors = 385% = 3.85c/s = 20.77s
So you're adding 4 measly seconds to a 2-survivor gen, but shaving off 11 seconds of a 3-survivor and 16 seconds from a 4-survivor gen.
If all survivors start together and all hop on a gen, it'll be done before you get anywhere near them.
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The only map I have trouble finding gens on is Lerys. Hawkins' gen locations are actually pretty obvious. They're always in the corridor, or in the corner of a room, or on a platform in one of the bigger rooms. It sounds like you just haven't learned how to play this map. Especially as you completed the portal room and closet gens first... (you always leave those til last)
It's sad that people revel in the loss of content, in the reduction of the game, simply because they've failed to adapt to it. You clearly do not enjoy this game if you want content removed.
Hawkins is one of my favourite maps, and I've been looking forward to cashing in all of my Hawkins map offerings to make the most out of the time it has left. Unfortunately DBD players are petty, spiteful little pricks and will DC when they get a map they don't like.
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/2455200#Comment_2455200
People aren't going to tunnel less just due to a scourge hook giving a free health state. People who tunnel a lot will usually prioritize tunneling someone out of the game. People who are willing to swap targets usually don't feel that their in a situation where they need or want to tunnel. I've also watched so many survivors quit doing hook saves the moment they encounter MYC or even just minor resistance from the killer. It actually frustrating because I usually play killer and I actively need them to save, but give out one exposed status effect and suddenly people just die on first hooks cause they won't save even if I walk to bodega across the map.
The majority of "tunnelling" isn't tunnelling, it's simply killers finding the most obvious target, the recently unhooked, still injured survivor who is groaning at 300 decibels, leaving a trail of blood, and panicking so much they're leaving scratch marks for miles. Meanwhile the unhooker is often silently slinking away into the shadows.
Sure there will be some killers who intentionally tunnel out survivors to eliminate them ASAP, but they're neve going to stop to matter what.
This would allow all of those incidental tunnellers to legitimately swap targets, which is exactly what Make Your Choice does. This would simply be another variant of that effect, that des things a little differently.
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@Edilibs said:
https://forum.deadbydaylight.com/en/discussion/comment/2455116#Comment_2455116
You REALLY dont like pallets huh!? lol Nice perks. How do you feel about the Brutal, Fire Up combo?
https://forum.deadbydaylight.com/en/discussion/comment/2455119#Comment_2455119
Interesting. I feel like BBQ users should sometimes use Iron Maiden, i dunno i think they synergize pretty good. I like MYC too but only on Hag. Do you use Make Your Choice on multiple killers?
https://forum.deadbydaylight.com/en/discussion/comment/2455124#Comment_2455124
Its very satisfying isnt it!!? I love shaking my head up and down while they tea bag at the exit gates and get bodied! lol
https://forum.deadbydaylight.com/en/discussion/comment/2455139#Comment_2455139
I feel like Opppression, Starstruck and Dragons Grip are great Doctor perks but not so much on anyone else.
https://forum.deadbydaylight.com/en/discussion/comment/2455142#Comment_2455142
When i see this i get the impression that you like loads of information ie information the majority of the match! Cool.
https://forum.deadbydaylight.com/en/discussion/comment/2455156#Comment_2455156
Chasing people off gens much while Ruin is still up much!? )
https://forum.deadbydaylight.com/en/discussion/comment/2455168#Comment_2455168
Based off the perks you like seems like you like to find survivors as quick as possible and get faster downs with Bamboozled, considering you use Bamboozled in most of your matches.
I love Make Your Choice on Wraith and lately Demogorgon, but Spirit and Blight are some good contenders for it too, and Nurse if you can play her.
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/2455179#Comment_2455179
What you've suggested is a great reason for people to stop doing hook saves entirely just to avoid losing a health state. It takes very little to make survivors stop rescuing each other.
I don't know, I get a lot of mileage out of Make Your Choice, which is basically what this would be, only slightly more 'permanent' with a hook-specific requirement for it. Plus the unhooked survivor is getting a free instant heal. Once survivors know you have it, they just make sure they only rescue when at full health and take the (entirely fair) trade off. What it means is, less tunnelling, the unhooked survivor is now the less desirable target.
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It's a good avenue for some health anti-camp/tunnel perks.
That survivor being rescued comes with an additional downside for the survivors, so it's less of a blow to you, and it also means if you don't go straight for that survivor, they're going to be less efficient on gens. So it's an effective pressure/slowdown effect.
I'm not entirely sure 9% reduced speed on its own is enough, though I suppose it would combo well with Thanatophobia to cover all bases.
I would perhaps remove the Mangled/Haemorrhage effect, and increase the speed penalty to 15 or even 20%.
One interesting idea I like the sound of for a Scourge Hook perk, is one where the rescuer and rescuee trade a health state. So when a survivor is rescued from a Scourge Hook, that survivor is instantly healed to full, but the survivor who rescued them loses a health state, either injuring them, or if already injured, putting them into the dying state.
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- Make Your Choice
- Devour Hope
- Haunted Grounds
- Rancor
- Starstruck
- Iron Maiden
- Self Care
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@Junylar said:
This is why you dodge every lobby with more than one console player.
If you're referring to the TC's screenshot... they were on console, everyone else was PC.
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No but I was one. When I was still a bit new, I was standing on the hatch waiting for a reaction from the killer, but I was a moron because the killer was Deathslinger...
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It allows you to see things you shouldn't be able to see. Of course it's cheating.
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We usually only get the content drops with the main chapter.
We're getting a Killer with the main chapter, and a Survivor with the mid-chapter. That's the same amount of content just spread out across the same period of time.
The issue is likely the licensing, no survivor was licensed from Hell Raiser. So the survivor will be an original one, and therefore kept separate from Pinhead's released.
The only real 'lack of content' here is the map, which we all know is due to them not making any new maps for a while, as they're redoing all of the existing ones. They have told us this on several occasions.
So there's nothing left for them to say.
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Because it's boring.
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@Junylar said:
That was your mistake. You don't win by playing nice, at least if you play against SWF. SWF play the game to make killers feel miserable, that's their sole purpose of playing the game. So why would you play nice against a sweatsquad who is here to bully you?
He literally won by not tunnelling or camping at all. The problem is, survivors perceive anything the killer does as BM, and will twist themselves into knots trying to rationalise how what the killer did to win was wrong and must be some form of tunnelling.
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@toastcrusher said:
i pressed i dont agree, but then the game wont work....get it now? forced to agree to use the product i paid for...
You chose to agree when you bought the game.
You're not being forced to play DBD.
You are not entitled to play an online game without adhering to it's rules.
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@Deon_1 said:
https://forum.deadbydaylight.com/en/discussion/comment/2452717#Comment_2452717
and we all don't owe eachother anything . i don't get why you guys think people owe others something in a video game . we all got the game for ourselves not to care about whoever else is playing it .
You literally can't play the game without other people.
We all owe each other 'a game of dbd' at the very least.
There are some... extreme outliers, when your opponents take the game hostage for example, or make it unplayable. But for the most part there's little reason to DC.
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@Tostapane said:
Title.
Why putting challenges that will FORCE YOU to play badly? I've a good example for both sides:
- for killers there is a challenge with the clown that will force you to lose the game (use the afterpiece tonic on a survivor and neutralize his effect with the antidote... For 2 times)
- as survivor you have to literally follow the killer from 10 meters for 30 seconds, using a (almost) worthless perk (calm spirit) , without doing nothing except being a deadweight for your team
All this is extremely frustrating and dumb
Hiding within 10 meters of a killer for 30 seconds isn't all that difficult to do, it just requires a bit of luck. If you're trying to get it done in one match then sure you're probably going to screw up, but just have it on, and play some matches until the opportunity presents itself.
Best course of action is to stick with other survivors, and then ensure you hide better than they do. They get chased and downed within your vicinity, and you can sneak around behind the killer until they leave the hook. You score an unhook, help your team, and get the challenge done all at the same time.
I managed to get it and have three of us escape, including me.
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@Zarathos said:
Would have loved to see spencers mansion instead but thats just hindsight tbh. Yea there would still be corridors but there are quite a few open area's with the upstairs courtyard and main entry point in orignal RE.
To be honest 90% of rpd's problems could have been avoided if they split the map up into rpd west wing and rpd east wing. We still have enclosed hallways but at least map traversal wouldn't suck for both survivor and killer.
This would have also allowed them top open up the corridors a little too, so that they were more comparable to Hawkins corridors. It might not be entirely true to the game's scale, but it would allow for players to pass each other, or dodge hits, a bit more easily when in a corridor, instead of being trapped for up to 20 meters at a time.
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I wouldn't call Eruption a counter to Blast Mine, more of a like-for-like power, that can sort of counter each other. If a Blast Mine is activated before you kick it for Eruption, then Blast Mine has countered you.
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@QwQw said:
https://us.v-cdn.net/6030815/uploads/L9HSV8CWZFMF/unnamed-2812-29.png
Potato by Daylight.
(Yes, the graphics were like this the entire match.)
Smooth Demogorgon can't hurt you.
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Any Hex build is more fun to go against, but of the Hex builds, Ruin would have to be the worst.
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Campers are usually their own worst enemy, and the biggest ally to a camping killer is an overly altruistic survivor.
There are already more than enough incentives to not camp. Killers that play well, don't camp, because they know camping is not as effective. So what you're dealing with is newbie low rank killers who haven't learnt any better yet, which unfortunately is what newbie low rank survivors will most often be paired with.
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MMR should help with this. Theoretically, once everyone calms down from the initial shock and stops playing extra sweaty because they anticipate their opponent must be sweaty too of course.
But once people start playing normally with MMR, they should settle into their skill brackets, and it will help out the 'weaker' killers. Low mobility M1 killers will legitimately do worse against higher skilled survivors, so you should end up matched against slightly less skilled survivors, meanwhile Blights, Spirits and Nurses who can deal with the higher skill will get that higher skill. You won't be 'forced' to play 'strong' killers, every killer will be viable in it's own niche, and that should get more people playing killer.
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@Sackboy123 said:
Only thing that annoys me are the Truck shaped Hatchets, everything else is bareable
Indeed, hatchets should really have a vertical disc hitbox, about half as wide as they are, rather than spherical.
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This isn't an FPS. You don't have crosshair aiming. You don't need accurate hitboxes.
Standardised hitboxes are far more practical, and allow for translation of skill between different survivors and killers.
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Oh yay, I get to be left on the hook for 8 full hook stages... 8 minutes... of nothing...
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What does "outdated" mean here?
One of the most effective basement camping killers is the Trapper, the very first killer in DBD. So it's precisely as in/out of date as it was when DBD launched.
I do think the basement could do with some upgrades though, some variants in layout (like how the RPD basement can be a different layout) and perhaps on some stronger maps you could have a basement with two exits (like how Dead Dawg's killer shack has a breakable wall to remove the shack loop).
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Only if I'm playing an anti-loop killer, otherwise hell no.
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I like that we have different kinds of maps.
Some of my favourite maps are the 'different' ones. Hawkins (RIP), Badham, Lerys, and Dead Dawg.
I think it's sad that people think every map has to be a Macmillan/Azarovs/Coldwind reskin. The base game maps are the most boring to play on.
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This is backwards to what is needed.
Gen speeds are balanced to be viable in endgame, when there's only three gens left and you really need to clutch to finish that last gen. It's the early game where gen speeds need to be looked at, but not 'directly', because gen speeds already feel awfully slow for survivors as it is.
Basically killer needs to be able to pressure gens more effectively at the start of the game. Or survivors need to have more tasks to complete to get those first couple gens done.
- An early game/pre game objective to enable repairs to start with would work, however there's not too much room to work with, so it would have to be fairly minor (like finding one common but slightly elusive item, similar to finding a totem before you can start repairing, but not limited to just 5 across the entire map, more like 8-10 potential objects)
- Alternatively, give killers scaling gen pressure as basekit. Something like kicking a gen automatically and instantly regresses a generator by 5% at 5 gens, 4% at 4 gens, ... 1% at 1 gen.
Your 'slow repair by % for each hook' could however work as a killer perk, maybe even a Hex perk, and maybe something that works like the new Plaything:
If there is at least one Dull Totem remaining in the Trial Grounds, Hex: ........... activates on a random Totem each time a Survivor is hooked for the first time:
- The Survivor suffers from the Cursed Status Effect until Hex: ........... is cleansed, reducing Healing and Repair speeds by 10/20/30%.
- For the first 90 seconds, only the Cursed Survivor is able to cleanse the Hex Totem.
- The Aura of Hex: .............'s Hex Totem is revealed to the Cursed Survivor within 24 metres.
Likewise, a Prove Thyself style of repair speed increases that triggers when survivors are sacrificed could make a good survivor perk, but I'm holding off on making suggestions until we get more details about Boon Totems.
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@kate_best_girl said:
I think devs commented before its only like a 1% or 2% chance at better items.
(EDIT: I was incorrect, heres the stats
https://us.v-cdn.net/6030815/uploads/WIY0FQAVFJ5W/screenshot-28172-29.png
No you are correct.
It might show that Prestige III increases Rare items by +30%, but that's an increase on an already minor percentage of about 15% or so.
If you go to Ultra Rare, which are even less likely (probably 5% or less), the +10% on that is in effect less than 1% increase.
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It's not just Trickster, it's every ranged killer.
They need to improve deadzone settings across the board.
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@Machini5t said:
@ Seraphor
I just don't agree with you.
But lets say that what you posted works... What do you suggest for those SWF's that leave a killer little to no option but to face-camp, else get yet another Match with SWF's ( with Mic's to communicate my GPS ) and shut me down from ever getting a chase, a hit, a sacrifice... because they are SWF's after all... they already have the Gen-Rush and GPS on my location... By your logic, Killers should get Participation Awards for just being in the game, roaming around and watching the Gen-Rush happen without ever seeing a Survivor.
Seems to me you might consider that SWF's always have the advantage. So if a killer doesn't want to waste a Match just looking for any way possible to get points...Killers are going to Face-Camp the weakest of the heard and body-camp, and Mori, and any other tactic they dream of to get on an even keel with the SWF's.
It's enough that Killers have to deal with SWF's but then to penalize them harshly for dealing with SWF's for culling the heard is obsurd in my opinion.... and then rub salt in the wound by giving out "Participation Awards" to the SWF's weakest player.
Killers are already guaranteed to score more points than survivors. As I mentioned above, a killer who literally just downs a survivor and then facecamps the rest of the game will still score about 10k. Which is pitiful for a killer, but by comparison, the survivor they facecamped in that scenario will score less than 2k.
2,000 bloodpoints, for a match where they potentially used 20,000 bloodpoints worth of items, add-ons and offerings. Hell I've had it happen to me before and only scored 500 BP. Sure I ######### up for a split second at the very start of the match, but it cost me the entire game, by the sheer dumb luck of being the first survivor seen by the killer in a deadzone within the first 20 seconds of the game.
It is widely recognised that the survivor getting facecamped is at the extremely short end of the stick compared to all other players in the game, and is by far the main reason why camping and tunnelling is looked down on.
This is an entirely separate issue to SWFs, and you can't muddy the waters by throwing out "but-but-but- what about SWFs!", it's a non-sequitur.
Nothing about awarding facecamped survivors a few extra distraction points punishes the killer in any way, shape or form. I've never advocated for punishing killers for camping or tunnelling.
Seriously, read my suggestion again. 2,500 additional points maximum, probably quite a bit less in practice, to be added to a survivors own less-than-2K score, for a potential 4k final score. It is literally the most minor, innocuous pieces of scrap thrown at the unluckiest of players in the game... and you're getting triggered by it.
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@jacindazs said:
Just look at the points! I HAVE SAME POINTS AS KILLER
Killer got 28 900 x BBQ x Cake x Cake
Is this normal? No it ISNT!!
https://us.v-cdn.net/6030815/uploads/2981SC9CQBW8/dtrdtrdt.jpg
This is what we've been trying to tell you. There is no problem here.
Any facecamping that happened in this game, was of no consequence. Even the guy who got killed still scored 16k. This was not a bad match by anyone's standards.
Actual facecamping gets everyone less than 10k points, including the killer. This wasn't facecamping.
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@Machini5t said:
"It's not a massive amount, but then, you did get caught by the killer. You shouldn't be majorly rewarded for failing, but at the same time, you should be getting compensated for being failed, by the killers poor tactic and your teammates inability or unwillingness to try and save you."
@ Seraphor , I have to wonder if you have a clue about what you just said there.
Participation Award, much ?
Note the "if the killer is within 24 meters of the hook" in every example.
This would give camped survivors an incentive to stick around and help out their team mates, and allow them to complete generators, when a killer is facecamping them from the start.
It would also ease the impact of being immediately set upon by the killer, and then facecamped out of the game, ensuring that, through no fault of your own, the only points you're able to gain in that match would be chase points, maybe a stun or two, and struggle points.
So yes, it is a bit of a participation award, but it is also much less than you would get for actually being able to play the game. Add it up, it's a potential 2,500 points IF the killer facecamps you for two whole minutes, and IF your team mates repair 3 whole gens in that time. If they leave the hook, you get no bonuses. It requires you to stick around for two minutes in a game you have no hope of winning, and struggling for the full 60 seconds, aiding your teammates by giving them time to do gens.
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@BenihimeWrath said:
https://forum.deadbydaylight.com/en/discussion/comment/2447946#Comment_2447946
Killers that are going to camp will just camp regardless. Your argument is invalid, kthx.
Yes, campers gonna camp.
My point is, this would give a good reason for non-camping killers, to start camping. Gone is the gen pressure, that other survivors could be doing gens instead of coming for the rescue.
You are now guaranteed to have another survivor immediately running to the hook. No more reason to leave it.
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So if the second a survivor is hooked, the other survivors feel an urgent need to immediately go for the rescue... where will the most efficient place be for the killer to find another survivor?
This would only promote camping.
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I hate Blight with Ruin-Undying-Tinkerer... so I guess you're correct.
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@kyogul said:
This is something I don't understand with some players of the game. I frequently run into people who bring map offerings and I personally draw the line there. It's one thing to bring strong perks and add ons but it's entirely different, and in my opinion to many extents more impactful to bring a map offering than any of the aforementioned things. These types of players almost always bring offerings that tilt in their favour to almost always guarantee them a win and I don't get it.
Where's the fun in that? The extents some players go through to be handheld in this game just makes me think they almost are incapable of playing it without bringing out the works to help them, as if they're some baby who needs a parent's assistance to transport them at all times. Even as survivor I cringe at teammates who bring stuff like Badham and Coldwind offerings, or at killers who bring Léry's, Lab, or Midwich offerings. To make it worse, almost always these are the sorts of players with extremely bad attitudes and tend to be very disrespectful as well.
NOTE: To clarify the title, I don't mean all map offerings in general, but particularly ones that almost 100% tilt in favour of the role you're playing, such as survivors bringing ormond/coldwind/haddonfield, killers midwich/léry's/saloon etc. Not something like a Macmillan offering where you can get neutral maps like Coal Tower or survivor sided ones like Groaning Storehouse, or killer-sided ones like Shelter Woods and you can't control which you get.
I don't find Badham, Ormond or Coldwind to be 'survivor sided' maps, nor Shelter Woods or Dead Dawg Saloon to be killer sided maps (unless Blight). So that's a pretty big hole in your logic right there. These are just maps you personally don't like.
I like Hawkins, as both Survivor and Killer, and I'll play the HNL I.D. as either, although less often as killer these days because I'm still making my way through my stock of anniversary cakes.
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@jacindazs said:
There is easy solution. Tremendously loosing POINTS for FACECAMP.
So system recognize, if killer is staying next hook more then is normal. Because that is what facecamper hurts most... loosing points. Facecampres usually take BBQ + surv.pudding (or smt else for boosting points). Change my mind but killers ALWAYS GET points faster than survival. Take points away from them...
Killers already lose points for facecamping. Try it, you'll get far less than if you actually play the game.
Unless you're using a loose 'survivor' definition of facecamping, which is playing the game normally until EGC and then camping the hook because there's no other objectives to chase.
@jacindazs said:
https://forum.deadbydaylight.com/en/discussion/comment/2442274#Comment_2442274
And what about person, who is on the hook. He should wait until next game? Or be brave and proud for "sacrifice" himself? Like he is the hero becuase he has 2000 points BUT we finished all gens? I have 2065 hours in this game. Never repaired all gens until 120 second :)))
Ideally the survivor who is getting camped should get more points, and from more categories. My ideas are:
- If you are hooked, and the killer is within 24 meters of the hook, you get 500 Objective points for any generators repaired by other survivors. If your teammates take advantage of the camping to get gens done, you could potentially score 1,000 or even 1,500 Objective points this way.
- You get distraction points in the Bold category for every second the killer is within 24 meters of your hook. To an extent that if the killer were to remain there for the entire 2 minutes it would take you to die, you would accumulate 600 Bold points. (5 points per second basically)
- You get a 50% bonus multiplier to Struggle points (Survival category) if the killer is within 24 meters of your hook. (+450 max)
It's not a massive amount, but then, you did get caught by the killer. You shouldn't be majorly rewarded for failing, but at the same time, you should be getting compensated for being failed, by the killers poor tactic and your teammates inability or unwillingness to try and save you.
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@Apollos said:
https://forum.deadbydaylight.com/en/discussion/comment/2444974#Comment_2444974
They're linked but they're not the same. You can nerf keys in a way that won't affect hatch and vice-versa since they aren't mutually exclusive.
Hatch spawning early adds some fun play for both sides. I think it's currently too much being able to spawn with 3 survivors left, but spawning with 1 survivor left takes away the aforementioned play. 2 kills is a good compromise imo.
The hatch spawning half-way through a match doesn't add anything for the killer at all. It now means that in addition to patrolling and defending generators, they also need to find and guard the hatch as well. That's not possible 99% of the time. And if you fail to guard the hatch, the game instantly ends and there's nothing you can do to stop it.
The hatch is perfectly fine and healthy for the game when; there's one remaining survivor, or all generators are completed. In either case, all it is doing, is turning two potential exits into three. (which feels more or less on par with mori's, turning two hooks into three, all it does is eliminate one potential DS or flashlight save) That is manageable for the killer to deal with, even if keys are instant escapes in those scenarios, the killer has the freedom at the point in the game to search for the hatch.
While generators are still left to be repaired, while the survivors still have objectives to do, the killer has no freedom to look for the hatch. It's sheer luck if they happen to find it, and if it happens to be in a position they are able to defend.
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@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/2446243#Comment_2446243
I've been thinking of something similar.
It would make people feel like prestiging is worth it as well.
So normal character, all perks from t1-t3 can be obtainable.
P1, you get all perks BUT T1 and can be upgraded.
P2, you get all perks t2.
Same with t3 you just get 1 level tier which is t3.
If my math is correct it would reduce grind by almost half and help people feel like prestiging is worth it.
I don't think this would reduce the grind for most new players at all.
You are tying all of the grind reductions behind the prestige system, but prestiging in general is not a realistic option for players just starting out.
It would still cost more bloodpoints to prestige a character to P3 under your system, than it would to not prestige at all, and I'm currently in the position where not prestiging at all is still too much of a grind, so I'm not going to go in for even more of it.
Prestiging should still be an 'endgame' endeavour for established, long-term players. Players who feel they need more things to spend their bloodpoints on, not players who are feeling starved of bloodpoints as it is.
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@[Deleted User] said:
It's obviously because it makes you have to grind more blood points, and play the game more. The devs want you to play the game more.
The problem is the amount you have to grind, and play today, is significantly more than 4 years ago, and it's only going to get worse as time goes on and we get more characters and more perks. It can take you hundreds of hours just to unlock the basic tools you need to play this game at a good level.
They could cut the grind significantly, while still providing enough 'work' to keep players going.
Making all perks automatically available at Tier 1 would do this quite easily. It would give newer players a better shot at getting their basic tools, reliably, while still keeping the same level of grind in place for established players. When a new character comes out, you still need to level them to 40 to get their teachables, and you still need to grind out their Tier 2 and 3 versions of those perks. But for new players who have 567 perk tiers ahead of them now, it wouldn't be an insurmountable hill to climb.
This would cut the perk grind for newbies by a third, and yet what's left would still be far more to grind out than there was 4 years ago.
The grind at the moment is such that a new player can never hope to even entertain the idea of prestiging a character.
I've been playing for a year now, and I have only just this month, maxed out one character, Jake. That is without prestiging him, or anyone else, I have just managed to exhaust his bloodweb of perks. And yet there are still some teachables I don't have, I haven't even unlocked Ash. So really I haven't maxed him out at all, I've just written off a few teachable perks that I know I don't have the will to grind for.
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You can see how bots act in the tutorial modes.
Nothing you described sounds like a bot.
Well the first part of the Trapper walking into the wall maybe does, but the later bit about opening the exit doesn't.
The Feng just sounds like an idiot player
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I had four Blights in a row the night before last, followed by three Nurses in a row. Fun times.