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Seraphor

Seraphor

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Seraphor
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  • Tunneling deserves a greater cost, so yes.

    It should remain a viable option, but it shouldn't be a surefire way to secure a victory.

    No single tactic should.

    We nerfed SM so holding a 3 gen for 59 mins wasn't a guaranteed win, we nerfed Sadako so she couldn't slug everyone to condemn them to death. Tunneling is a trickier tactic to tackle, but it should still be nerfed in some way.

    If there was something survivors could do with as significant an effect on the game as a killer eliminating a survivor at 5 gens, we'd all be clamouring to nerf that too.

    Things like basekit BT, and perks like DS help, but unless everyone runs them, they're not really good enough. A killer who decides to eliminate a survivor early should have to trade something else for it. Just like how a survivor rushing gens at the expense of rescuing their team mates often finds themselves down a couple teammates unnecessarily.

  • Question for those who say they don't bring BPS/Anniversary cakes because of tunneling killers:

    Do you expect killer conduct to change for the better at some point in the future?

    Do you think you can 'predict' when a killer will tunnel or not tunnel before the match begins?

    Otherwise what exactly do you think you're saving your BPS for?

    I get wanting to save them for games with friends, so that you're sharing with people you know. But to write them off entirely because you hate all other players just reeks of pettiness and vindictiveness.

    Games will always be a coin flip. You can win one with max BP score, and be eliminated at 5 gens in the next one. You can't predict them, so you have nothing to go on when deciding to bring BPS. So there's really no reason not to bring them to any given game, unless as I said, friends are a factor, or you have other better offerings to run.

    Losing out yourself because you're too preoccupied with what other people are getting, cutting off your nose to spite your face, is a toxic trait, and one of the many factors that drive unsportsmanlike behaviour in this game.

    What other people do or get shouldn't concern you. Once your game is over, they're not thinking about you, and they're certainly not lamenting the fact you didn't bring BPS. Break the cycle of toxicity.

  • @ExcelSword said:

    There was nothing more frustrating than not tunnelling all match just to reach end-game and survivors would bum-rush the save because they knew DS would protect them when they get unhooked and sprint to the exit gates.

    All my hatred for DS was how it screwed over killers trying not to tunnel because survivors would take advantage of it at end-game. Once they removed the end-game activation, people stopped using it alot less, and I no longer got punished for spreading hooks. Conveniently, people stopped using DS at the same time, even though it still stopped tunneling quite well at 5 seconds. Almost like they were not running it because they actually cared about being tunnelled.

    This. The endgame deactivation is by far the most important factor. Conspicuous actions being second. With these two in effect the actual duration of the stun is virtually inconsequential. (Within reason, nothing else stuns for more than about 6 seconds at most so don't come at me with 20 second stun straw men)

    As someone who plays a lot if killer and never runs DS as a survivor anyway, since the endgame deactivation was implemented I've though the stun could do with being improved.

    Either bumping it back to 5 seconds, or allowing it to proc on both potential unhooks, as that would serve as a true tunneling deterrent.

  • BPS and Anniversary cakes do not multiply event BP bonuses.

    Let's say you have a game where you get a bass score of 20K, that's 20K worth of regular, non-event score events.

    Then you add on 30K of unique Blood Moon score events for a total of 50K.

    Then the Blood Moon +400% multiplier is applied and turns that 50K into 250K.

    BPS only multiplies your base 20K score. Which means you're 250K becomes 270K.

    Is It more BP? Yes

    Is it any more profitable than using outside of the event to turn a basic 20K game into 40K? No

    There is no need to use BPS now over using them at any other time.

    Of course if all 5 bring them, that turns your base 20K into 120K and you get a total of 350K, which is impressive. But you're still not improving your BP gains over what you would usually get outside of the event.

    So there is no incentive to use them during the event. You're better off saving them for your 4-man SWF games so you can share them with your friends, or if killer, saving them for games where you don't feel like a map or mori offering would be more worthwhile.

  • @Nos37 said:

    You have to pay money to complete this tome challenge. (Buy Alan Wake and use Champion of Light.)

    Or buy Ellen Ripley and hope the killer lets you repair half a gen, drop a pallet, trap it with chemicals, break the pallet to become hindered, and let you run off to repair more gens and do it 2 more times in the same match…

    I used the search function to look up slowed and hindered. Chemical Trap and Champion of Light are the only 2 perks.

    You have to pay money to complete this tome challenge.

    Champion of Light was in the shrine two weeks ago.

    It helps to pay attention to this because they usually put any recent perks necessary for current tome challenges in there.

  • @Bafugaboo said:

    I too have done the spread the points for all as killer. I like to scare them at first and make it seem real this to get the chase points. Then the wackiness ensues. It is truly enjoyable to do. The one negative is you will run into some players that do not realize what you are doing and say some horrible things to you in chat. That is only a few so mostly it is just enjoyable. My favorite to do this with is Mikey.

    Scratched Mirror is great for this. I get loads of really positive feedback, and huge scores all round, typically 300k+ for me.

    But you're right, about 10% of the time I get survivors who just give up immediately, presumably they hate mirror myers out of principle and are allergic to having a good time.

  • Buff: Ghostface and Myers

    Nerf: Wesker and Huntress

    Rework: Skull Merchant and Singularity

    Both Ghostface and Myers need to be penalised less in their stealth. Pig just got a increase to crouched movement speed, GF needs the same and Myers shouldn't be slower in tier 1, he already has no lunge. Myers also needs a way to regain stalk on 'depleted' survivors somehow so that he doesn't effectively run out of power.

    Wesker and Huntress are the killers I personally find to be problematic to face. The ones that can be on top of you quicker than they have any right to be, and can effectively camp/proxy from a much greater distance than many others. I'm not sure what they need to be nerfed, but my initial thoughts are something to reduce their effective distance a little. A small reduction to Weskers base dash distance maybe. Huntress is tricky because she's kinda built around sniping, and to take that away entirely wouldn't be right. I would maybe like to see something like: hatchets thrown from greater than 32 meters can't down, only inflict deep wound, except for Iri head which reverses it a little; hatchets thrown from greater than 12 meters can instadown, but not if less than 12 meters.

    Skull Merchant and Singularity need to swap some aspects of their powers. Why tf does SM have camera drones that injure people, while the rogue AI that wants to assimilate humans merely 'watches you'?

  • @BlackRose89 said:

    I don't see an issue with DS turning off if the survivor is fully healed. If you have time to heal to full either by another survivor or while using a perk then you are not being tunneled at that point.

    Another survivor can heal you in 5 seconds after unhooking you.

  • No.

    Your own anti-tunnel perks should never be deactivated by actions carried out by other survivors.

    Another survivor can jab you with a syringe and fully heal you without any input by you.

    How about: don't tunnel.

  • @joel84 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686002#Comment_3686002

    p100 skins would be great of course, but wouldn't many players feel forced to grind like I do?

    Absolutely.

    If they do anything for p100, I think the most it should be is a banner/avatar that you get for reaching p100 for the first time on any character.

    Anything that's character specific is going to get incredibly grindy.

  • @DH3206 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686052#Comment_3686052

    Sure, you may think the bring BPS and get tunnelled is bunk. But you can't know everyone their experience. 9 out of 10 times when I brought a BPS in as survivor, the killer was a complete sweatlord. Sure, he can play that way, but why should I take a risk from those experiences to bring a BPS and gain almost nothing from it.

    It would be nice if you can burn one in the aftergame, if the match was great and you want to reward everyone. Might take some pressure off some killers as well, to be a complete sweatlord when they see a BPS is being burned by the survivors.

    Me as a killer, I always play super chill when someone burned a BPS (because of my experiences in the past). Just want to be a shining light in this dark world that is called DBD. And most of the time I was met with great appreciation from the survivor(s) who burned them, because they had similair experiences in the past like me when they burned BPS.

    It would be nice if you can burn one in the aftergame, if the match was great and you want to reward everyone.

    Bit of a tangent, but this should be what the 'thumbs up' at the end of a game should be.

    Maybe not a direct BP bonus or score for that game, as that could lead to identifying who did/didn't give you a 'thumbs up', but it should go some way to earning people some extra BP. Perhaps something like:

    At grade reset, get a bonus 5000 BP for every 'thumbs up' received that month.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686126#Comment_3686126

    it's really not the biggest map in the game, there's quite a few bigger than it. It's definitely player perception that make them think it's bigger than it actually is, most likely due to the shape of it.

    Shape of the map is a factor when it comes to map size though.

    The Crotus Prenn maps might just outclass the Whithered Isle maps in terms of square meters, but Greenville has to be the 'longest' of the 'large' maps with the greatest possible distance between two points.

    All it takes is for two gens to be in those corners and that becomes a significant factor that skews it in favour of survivors.

  • @tippy2k2 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686045#Comment_3686045

    Wait, fo rizzle!?!?!

    Well that's even more disappointing 😞

    It shouldn't be. They're not more profitable during the event, but they're not technically less profitable either.

    It means that you don't need to be using BP offerings to make the most of this event. Everyone can get huge BP scores without the requirement to spend your BPS.

  • I think the "bring BPS and get tunnelled" excuse is bunk. You can't know when you're going to have a bad game versus a good game, and what else are you going to use the BPS for? You have to use it at some point, and that point will always be a coin flip. Some BP is better than no BP.

    The only valid excuses are saving it to play with friends rather than randoms, or because you want the benefit of a different offering.

    Withholding them because you don't want other players benefitting from 'your' BP is petty and sad, and a fallacy. You're cutting off your nose to spite your face.


    That said... there is no benefit to running BPS during this event.

    BPS don't multiply event bonuses.

    Say you scored 20K from base scores, 30K in event scores, then the +400% turns this into 250K BP.

    The BPS just multiply your base 20K and bump it up to 270K total.

    Literally no more profitable than running outside of the event to turn a 20K game into 40K.


    So bring BPS if you want to, don't complain about other's not bringing BPS, and don't be vindictive and territorial over 'your' BP offerings.

  • @tippy2k2 said:

    Now people will bring BPS to share with Tippy?

    Right?

    ....right?!?! 😥

    There's no need. BPS don't multiply event bonuses.

    Say you scored 20K from base scores, 30K in event scores, then the +400% turns this into 250K BP.

    The BPS just multiply your base 20K and bump it up to 270K total.

    Literally no more profitable than running outside of the event to turn a 20K game into 40K.

  • @GolbezGarlandGabrant said:

    Never understood this one. For the people who tunnel regardless they still got their 4 stacks because the game is over at 3vs1.

    Back then, tunneling was a little more painful. You'd get hit with DS a lot more, for longer, DH was everywhere and made chases longer, and tunneling/camping to eliminate survivors early often resulted in missing out on the last couple survivors all together. You'd also have to slug for the 4K if you wanted to guarantee 4 unique hooks.

    Getting your 4 bonus hooks early was always the more sensible option. Then once everyone was hooked at least once you start eliminating.

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686020#Comment_3686020

    Even though as pointed out that combod with a good effect made bbq take a slot that would normally just be regression or blocking. A probably better alternative for the survivors as well. Bbq was so good but in a good way that it wasnt overwhelming to survivors while rewarding the killer for spreading hooks. Unless your saying we get a basekit feature where if you hook survivors in different succession you get more points. Which would be interesting to disuade hard tunneling.

    Unless your saying we get a basekit feature where if you hook survivors in different succession you get more points. 

    Exactly what I'm saying.

    BBQ is still a good perk, and is still one of the healthier perks for survivors. It gets the killer away from the hook. It doesn't need the bonus BP to do it's job, and the bonus BP would do more good if it was basekit for everyone.

    When they removed the bonus BP from BBQ and WGLF, both should have been made basekit. Bonus score for first time hooking each survivor, and bonus scores for the first; hook save, protection hit, heal and recovery from dying per game.

  • Coming up to 2 years since the prestige change, p100 doesn't mean all that much anymore.

    I don't factor it in at all now, I'm much more likely to be weary of similar names, outfits, and loading in simultaneously.

  • @anarchy753 said:

    100%. It perfectly incentivised not tunneling, as hooking every different player once made the match far more valuable, and it showed you players far from the hook, so you had a new objective each time you hooked that didn't involve standing around the hook.

    They basically removed the best game-balancing perk that felt great to use because "muh bloodpoint economy."

    Not about "bloodpoint economy", they don't want people running perks just for bloodpoint bonuses. It limits perk freedom and skews stats.

    These same bonuses should just be made basekit.

  • @GentlemanFridge said:

    I really feel like this achievement in particular is one that just happens to you at some point in your dbd career. Although most “survive and escape” achievements are like that.

    Seems so

    Screenshot_20240326_105636.jpg

    Guess I don't need to worry about it.

  • Not blinding me at every opportunity is a good start.

  • Removing Deliverance in EGC should probably also result in removing the requirement to unhook someone and just have it avaliable automatically.

    But that then makes it clearly superior to Wicked.

  • @BayushkiBayu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682386#Comment_3682386

    Don't really agree with that but that stipulation is at least better than just a 3K unlocking it.

    I think there are some older achievements that are harder to get now than they used to be. While Adepts for killer and some hatch based ones have gotten much, much easier while some have gotten more difficult (not adepts). Like The Key to Escape is literally using a key on a hatch now. Much easier than befriending 3 other people and having them communicate and not die to get the hatch after finishing all the generators lmao.

    Doing the last gen and the exit gate (Left For Dead achievement) was tough when I did it back in 2017. I can't imagine trying to do that now. Not only do most matches that have you as the last survivor never seem to have only one generator left but the hatch will immediately spawn and open. So your escape is not only temptingly easier that way but the killer is likely looking for it too. If you're on a generator that sounds great until they find the hatch and close it which forces you off the generator and to the exit gates. I noticed some achievements have been reworked to fit how the game has evolved but some still seem to be harder than before like Left For Dead.

    Outrun Evil while not too much harder is another I guess is more difficult than before. Before, the killer couldn't close the hatch but could grab you out of it so if you were injured you had the chance they'd M1 you and during cooldown you'd get out. Now, the other option seems like the only option which is be slugged and crawl out by luck. Maybe the Plot Twist perk would work? No clue.

    Evil Incarnate was a hard one to also get but now that hatch spawns no matter how many generators are left I could see it being a pain to get. But in complete fairness, it was hard to get back in the day too not only because people (tried to) locker-deny it but before bots, you had people that realized you were instant killing everyone and would just DC either because they don't want to die or they wanted to stop your progress out of spite. Or did they change this? Can you just get infinite Tier III Mikey and mori people now?

    There were more I thought weren't changed to accommodate the way the game has changed but looking at the wiki's list of achievements all the others seem fine now. And all the Adepts are easy enough as it is. Them getting hatch on what would be a 4k does suck but in my opinion, it's better than the old double pip requirement. Either slug (sadly) or find hatch first. And what Seraphor said would be acceptable though I'm not crazy about it personally. At least that way you don't have to keep running 3 perks to get it if they do get hatch before you time after time.

    Survivor adepts are infinitely easier than killer adepts.

    Killer adepts inevitably result in the killer slugging for the 4K, which nobody enjoys.

    "No one escapes through an exit" or "The exit gates do not get powered" is functionally the same as a 4K without the 4 minutes of slugging.

  • @D3spair said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683386#Comment_3683386

    Is that good then? DBD is the only Game I know where you mechanically do something challenging (Chainsaw Curves) or End a chase too quickly (Being Skillful) and you get rewarded less for it.

    In any other game, you get rewarded more.

    No one wants to wait in a queue for a game that lasts 2 minutes.

  • @BlackRabies said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683403#Comment_3683403

    If only they learned how to play against SM they'll know if they crouch or just stay still like working on a gen the drone won't detect them at all or just not touch the drone of she just keeps coming back to reset it.

    But then you risk getting ambushed by a silent SM patrolling her drones like a bot. So there's no winning, you just have to abandon the gen.

  • People asked to make it more chase oriented, they did.

    In theory, not in practice.

    Every SM still plonks their drones right next to a gen, and then immediately returns to that gen the moment their drone is deactivated.

  • @Chaosrider said:

    I havent seen a single game where survivors got as much points as those unless they were farming the entire game. Looks fake.

    All you need to do is interact with the blood pools a couple times. Even my bad games as survivor I get at least 100k so long as I plant a blood drop somewhere and play around it as much as I can.

    It's sad when I see a survivor running an anniversary cake or something and they walk away with sub 50k because they refused to engage with the event.

  • Ending a game too quickly has always resulted in lower scores.

  • Let me get this straight.

    You want "not killing survivors" to be bannable?


    I get that it can suck to be the one survivor killed before the killer decides to "take it easy" and let the others go. But this will end up a very miserable game if killers end up being penalised for playing nice.

    As long as they're not holding the other survivors hostage in the game, they're not doing anything wrong.

    Unless you consider their actions leading up to your elimination to be "harassment", which is a different story.

  • It shouldn't just be a 3K.


    It should be: No one escapes through an exit gate.

    This way you can 3K and still allow for the possibility of a hatch escape.

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682336#Comment_3682336

    Think this is a bit incorrect.. Have had a 250k match with legion with only

    Killer bonus 100%

    Community Event: 200%

    1 Terrormisu: 107%

    https://us.v-cdn.net/6030815/uploads/89NANYO7IBAZ/20240321000152-1.jpg

    https://us.v-cdn.net/6030815/uploads/Q6ENAXIGNQKE/20240321000146-1.jpg

    Had a couple 300k matches as well here's one of them

    Killer bonus 100%

    Community event 200%

    1 Terrormisu 107%

    2 Blood Party Streamers 200%

    2 Staged everyone and let them go as well (4 escape)

    https://us.v-cdn.net/6030815/uploads/XRSDG82XREG7/20240320200039-1.jpg

    https://us.v-cdn.net/6030815/uploads/EYTTHTP31IOF/20240320200043-1.jpg

    The role in need bonus is probably pulling all the weight here. As far as I'm aware this does apply to more than just base score.

    If the BPS/Terrormisu's were in full effect your 163,800 game would have been around 790k, not 300k.

    They're not having no effect, but they're not having any additional effect. Your game with 3 BP offering was 'only' 50k more than your game with 1 BP offering, which lines up with your 'base' score being somewhere around 25k.


    This isn't a bad thing. It means everyone is getting more BP, without needing to run BP offerings. It just means there's no more incentive to run BP offerings now than at any other time outside of events.


    For an extra ~25k, I would much rather bring a Lerys offering as Scratched Mirror Myers, 2 hook everyone, cause a ton of jump scaresn and everyone walks away with 150k+ scores. Rather than bring BPS, end up on Coldwind, get 2-3 hooks and 0-1 kills, nobody gets more than 50k, and then BPS adds about 20k onto that.

  • I've learnt that bringing BPS/Anniversary cakes isn't actually any more profitable now that at any other time.

    They don't multiply any of the bonus BP.

    Say you get a score of 100,000 on the scoreboard. Of that score you have about 20k which would have been your typical score, 30k of bonus score events, then the +100% event multiplier that adds on another 50k.

    If you bring BPS, you'll see that your total takehome BP only goes up to 120,000. It's just doubling your 'normal' 20k score.

    This is going to be even more mediocre once the event multiplier reaches +400%, when your 20k 'normal score' turns into 200,000, but BPS turn it into 220,000.

    That's why I'm not fussing about them, I'm saving them as survivor for when I play with my lower level friends who need the BP more, and as killer things like map offerings can sometimes be much more worthwhile if I'm playing a stealth killer for example.

  • I like playing Mirror Myers.

    It can take me upwards of 40 bloodweb levels to find a scratched mirror, and more than that to find an indoor map offering.

    That's a cost of around 1 million BP per game.

    And that's just one of the things I like to do in this game.

  • Hit 10 survivor(s) within 30 seconds of them being revealed by an aura reading ability.


    Down 5 survivors affected by a status effect that you inflicted.

    These are just regular gameplay for many killers.

  • @Bafugaboo said:

    The unfortunate side to that is the ones who are new and need the bp the most do not have Terrormisus. They also might not have many bps. The bonus is still nice though.

    The BP offerings aren't actually that useful.

    I've been getting scores of about 80-120k, which equates to around 100-140k BP in total, so the cakes are only adding 20k onto that.

    They only apply to your base BP scores, nothing that's 'bonus' gets multiplied by offerings.

    So all in all, escape cakes, terrormisu's and BPS are no more worthwhile to run now that at any other time of year.

  • @hermitkermit said:

    Seriously. It kills me to see some people still defending it. I've seen some survivors and many killers, saying things like, "Sure, it's not great but it's not as bad as people think. There's still alot of value." It's painful to see. I'm so glad I've only seen like 3 people use this.

    It has some niche use in very specialised gimmick strats for SWF.

    Which means it can still have it's place, but in an ideal world, you should never see it in solo queue.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681372#Comment_3681372

    I'm still waiting for you to brag about all the things you avoid doing when you play survivor, that you do for the sake of killer fun.

    That's not possible as a solo survivor.

    I guess I can say I don't play SWF with meta perks an BNPs. Is that good enough for your extremely partisan viewpoint?

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681372#Comment_3681372

    If you are playing against a sweat squad, something you have acknowledged, you absolutely need to camp and tunnel. The killer shouldn’t be expected to throw the match.

    But you can't know that until you're part way into the game, not at the outset.

    As I said before, if you're camping and tunneling at 5 gens as default, regardless of your opponents, you will never know when you get a game that you would have won without it. You will also never get a game that actually tests you, that's a close match and is actually fun for both sides. If you camp and tunnel by default, all of your games will be either noob stomps or sweatfests, and nothing in between.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681357#Comment_3681357

    That's still not comparable. A killer tunneling at 5 gens is often just trying to win the game in an effective way. A SWF bully squad is purposely trying to make their opponents feel miserable.

    I know what you're talking about. You're literally talking about killers being expected to purposely make bad game decisions, for the sake of survivor fun......... but survivors don't have to show consideration for killer fun, because your examples of "unnecessary survivor behavior" apply to less than 1% of the survivors.

    You do not need to camp and tunnel at 5 gens to play killer.

    I play killer. I don't camp or tunnel until I get to end game. I don't even use meta perks. I still win the majority of my games.

    But I'm well aware that you're so far gone as a killer main that anyone who even suggests that a killer might not be a scawed wittle puppy just twying to eawn some bwood points looks like an alqaeda peta agent to you.

  • Thanks BHVR.

    I logged out with 1.9 million BP. Now I can't even play the game until I sit here and spend at least 1 million BP.

    🤣

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681297#Comment_3681297

    This was never about both sides of the game being considerate to each other. This was always about just shaming one side of the game, and expecting only one side of the game to show consideration for their opponents.

    And that is why all the complaints about killers being inconsiderate and unemphatic, are all total garbage. It's just one-sided expectations.

    Often is, yes. But that's not what I'm talking about.

    Trust me I've had my fair share of SWF bully squads too. Getting demolished by the other side, who never let up even when they're already wining 5 times over, isn't fun for either side.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681208#Comment_3681208

    Yes. That is something that any killer could easily do in any game.

    But your example for survivors is a super specific example, that requires a full SWF with 16 meta perks, and are using specific items.

    How is that a fair comparison? Where are the examples of “unnecessary survivor gameplay” that any survivor could easily do, even if they were playing solo?

    I mean, there's nothing a solo survivor CAN do that's on the same level as camping and tunneling.

    The game is asymmetric, it takes a coordinated party of four to match up to the killer.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681193#Comment_3681193

    Your comparison is bad, because your requirements for “unnecessary survivor gameplay” is extremely specific and restrictive, but your requirements for “unnecessary killer gameplay” is something that any killer could easily do in any game.

    Camping and tunneling right at the start of the game?

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681011#Comment_3681011

    Camping or tunneling at the start of the game, is just someone trying to win a video game. This is a PvP game, and people are allowed to try to win a PvP game.

    And the whole “consideration for the other side” argument is completely invalid, because we still don’t have a list of things survivors should do out of consideration for killers.

    My post was merely an example as goes entirely for both sides.

    SWF running 4 meta perks with BNPs and flashlight is equally unnecessary most of the time.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680969#Comment_3680969

    I gotta disagree. The vast majority do it because they feel forced to, not for an easy win. The large majority of people do not want to do those things at all. Of course "easy win" people will always exist, but that's a minority. Every single person I know who plays DBD would never do any of that again if they felt it was never necessary.

    What it takes to win and wanting an easy game are very different things that people tend to use synonymously.

    I don't feel forced to do any of it. If someone does feel forced, that suggests they feel they have to win at any cost and can't accept losing a fair number of games.

    For example, I and many others don't have a problem when the killer camps or tunnels at end game to secure a kill, that is someone who is simply doing what they can to win what they can.

    The problem arises when killers camp or tunnel as the default from the start of that game. That's not someone who is reacting against the odds, that's simply someone who wants to be as powerful at possible with no consideration for the other side or the balance of that game. People who want to 'win more' when they're already winning, kicking survivors when they're already down. That's the power fantasy rearing it's head.

    Most of the time it's entirely unnecessary, and you could win without resorting to cheap tactics. But if you camp and tunnel as default because you believe you're "forced to", then you're never going to have the chance to see the games that you would have won without doing so.

  • The main problem with this is that what you're describing isn't 'competitive' it's opportunisticly oppressive.

    People who play like this don't do it for the challenge, they do it for an easy win. They want the power fantasy. These people will not play a "competitive mode" because that would be making their games actively more challenging. They will continue to play "casual mode" so that they can bully weaker opponents.

  • It doesn't have to be as much at 500%, which is only possible when all players use an anniversary cake. But it should at least be better than a regular Blood Hunt, from the start, not just building up to a regular Blood Hunt.

    The community tiers should start at +100% and end at +400%.

  • It would need something to make it worth running with the near certainty that it won't trigger at endgame, something besides just "survivors have to do totems", you can get that and more from Gift of Pain.

    I'd suggest: instead of just telling survivors you have it at the start of the game, each completed gen activates NOED for increasing periods of time. 1st gen = 10 seconds, 2nd gen = 15 seconds, 3rd = 20 seconds, 4th = 30 seconds, 5th = 300 seconds.

    This way, you get a small window to capitalise on the Exposed effect before endgame, but if you do, you alert survivors to NOEDs presence.

  • @adam1233467 said:

    People are still using in my games btw, they need to close the server and re open when they killswitch this things

    Yeah it doesn't seem to be killswitched for me.

  • The game effects and mechanics aree great. But for an event toting increased bloodpoints as it's selling point, it has to be the LEAST profitable event for bloodpoints.

    I'm getting around 70k BP per game.

    During the anniversary event I'd be getting 250k+ BP per game.

    Make it make sense.

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