Seraphor
Seraphor
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@Seanzu said:
Why?
RCPD is literally a map built for a different game and copy pasted into DBD with like, one extra drop down, the map doesn't work in BHVR as it's literally designed to be maze like for the game play of Resident Evil.
I think people have a right to complain about the developers copy/pasting a map that'll never work unless major changes are made to it to fit the game it is in.
It's far too big, far too complicated, and should have honestly been split and rearranged.
Honestly, I'd be all for the map getting two variants, one with the east wing blocked off, and one with the west wing blocked off.
But claiming that it "doesn't work in DBD" is a baseless claim. It's not like other maps, that doesn't mean it's wrong for the game, its something new, and it does work, because I've succeeded on this map as both killer and survivor, so there's nothing 'broken' about it or it's implementation in the game.
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The fact that "it doesn't fit with the rest of the maps" is entirely a good thing. We need more variety.
Just as with any of the indoor maps, it's going to take time to learn the layout and find your way around. I used to get so lost in Lerys and Hawkins, but now they're two of my favourite maps to play on.
It's still going to have it's issues like any map. Haddonfield has the god house loop, The Game has it's god pallets, Coldwind blinds you, etc. RPD is a big map, there's no getting around that, but that fact doesn't favour either survivor or any particular killer all that much. In fact the killers that are usually hindered by the larger maps (M1 killers mainly) will likely have less trouble on RPD due to all of the LOS blockers and the three levels that obscure your exact location. Much easier to catch survivors unaware.
@supersonic853 said:
Loading into this map,lerys,haddonfield,hawkins, and midwich is hell for me as billy. Its more then just 1 map.
Meanwhile loading into Coldwind or Shelter Woods as Doctor is hell for me. Different maps suit different killers.
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@thisisntmax said:
Spirit icon. I wonder why they DC'd in your games...
As if that's an excuse. She's a killer, she's an option for people to play, and it's entirely possible to win against her (she doesn't even have the highest kill rate).
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@Marigoria said:
It's funny because it's the person with the spirit profile picture complaining about the dc penalty lol
On a serious note, I wish they'd let you dc once a day, and from there you'd start getting the penalty. That would also help people who were kicked of the match for a game/connection problem.
The first DC is only 5 minutes. That's basically a freebie. If you can't wait 5 minutes you have some serious impatience issues.
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Xenomorph with Ellen/Amanda
Would settle for Candyman
Would be cool to see if they could pull of Chucky but it's not my top choice.
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I think we should have a variety of map designs. All of the original maps are just open fields, with different skins. People may have issues with Haddonfield, The Game, Lerys, Hawkins, etc. but I think they're great changes of pace. (well, minus Haddonfield, it needs some tuning and a retouch, that map is uuugly) Lerys and Hawkins are actually two of my favourite maps.
RPD is very different to the existing maps, and that's a good thing. It might be harder to navigate some parts of it (atm, until you learn it), but that's true for both sides, killer and survivor, so it's not as if it's a huge boon to one side or the other. As you learn it you may find some strong loops (like Haddonfields god house), and those are individual issues in their own right, but the map as a whole is a good thing.
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/268325/nemesis-add-on-suggestions
During development of Nemmy they had an iri add-on that would spawn a third zom zom, but it tanked game performance so badly they scrapped it and changed the add-on. No doubt they test on good PC's during development, so if that had a hard time running another zom imagine average PC's let alone the consoles trying to do so.
As for no longer killing your own zoms to further power gain, doing so is often the fastest way, especially on big open maps where the zoms are less effective. I look at it just like teiring up Myers, ya got to get out of teir 1 as fast as possible.
Did you see the part where the extra zombies spawn after a survivor is sacrificed?
One less survivor, one more zombie. Performance should be fine.
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"As you can see, the average MMR Rating of the Survivors equals the MMR of the Killer. This is the understanding or the MMR System for a Balanced Match. In reality this is more unbalanced than what we have now (a Rank System)."You lost me right here.
What you just illustrated, is exactly how the current rank based matchmaking works, only with ranks instead of MMRs. The problem is, there isn't always a killer right in the middle, or the average of the survivors ranks. So it grabs the next nearest killer, up to 6 ranks either way...
Do you understand the implications for SBMM here?
Depending on the MMR ranges, your example could end up looking more like...
Survivor A: 976Survivor B: 1100Survivor C: 734Survivor D: 1490Killer: Anywhere between 475 and 1675 (with an average of 1075)Matchmaking isn't going to be anymore precise than it currently is, not without drastically inflating queue times. What will (or should) change, is the inconsistencies between player skill and their rank, people who smurf, people who get carried far too high than they should be, people who got reset five times down to 17 when they're really a red rank, etc. It will (should) eliminate all of those.
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That's... the whole point of his dream pallets, to slow you down in a chase.
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I'm not sure about Anabelle specifically, or a killer that you can't/have to look at (see also; Weeping Angels), Ghostface kinda works because it's just a part of his power that you can counter that way, but even that is a janky mechanic. Although I've really wanted a killer that can 'possess' various iterations of itself across a map. So the multiple dolls thing sounds pretty good.
It's almost like using Freddy's teleporting ability, but you leave a portal wherever you leave that 'doll'.
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I've had some brilliant games as Myers, both classic power and Scratched Mirror, I wouldn't say he's 'weak' by any means, though he doesn't have his draw backs. He suffers as an M1 killer just as all M1 killers do, on large open maps survivors can just "hold W." But personally, his only personal drawback is his limited stalking ability.
It can be incredibly irritating when you hook someone who still has full stalk left in them, and then nobody comes to their rescue, robbing you of 1/4 of your power.
I suppose the clear trade off is you've eliminated 1/4 of the survivors too, but that hardly seems fair when you should be able to do that without losing any of your power, as other killers do.
I think that each survivors evil gauge should slowly recharge when they're not being stalked, maybe at 10% the default stalking rate. That might not seem like much but when you're turning your attention between 4 survivors, the time any one particular survivor isn't being stalked is quite a lot. Probably at 1/8th the rate, it would even out that by the time you've fully stalked the other 3 survivors, the first one is now completely recharged, so 1/10th should be fair.
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@TLuigi003 said:
https://forum.deadbydaylight.com/en/discussion/comment/2383649#Comment_2383649
Thing is, the power would still be unbalanced even if we could see it.
I'm not going to get survivors into the mix, I'm just going to compare her with other killers, specially those who their power let's them go fast.
- Hillbilly: Power takes longer to activate. Power has a light penalization when stopping (a great penalization if he bumps into something). Movement is restricted when using the power. His direction/position is visible
- The blight: Movement is restricted when using the power. Movement is heavily slowed down when exiting the power. His direction/position is visible
- The wraith: Power takes longer to activate. His power goes fast, but not as fast as the rest of this list. Exiting power is 2-phased with an slow and a fast phase. His direction/position is partially visible
- The legion: Cannot down survivors with power. Movement is slowed down on power exit. Their direction/position is visible
- The nurse: Her power is really hard to manage and can be heavily disrupted by breaking LOS. Slow speed at all times. Terribly slow speed a few seconds after exiting the power. Clear indications of her position and direction
- Spirit: Her power is not visible. She is not visible when using the power. She can go pretty fast while using it. She has no penalization when exiting the power. She has no movement restriction. She's not so hard to use. She can down using her power.
Spirit is the result of taking only the good attributes of the rest of mobility-based killers and putting them into a killer. Even best because all the killers stay visible at all times, except the wraith who is only partially visible.
Spirit debate reminds me of Pyramid Head debate. It's not even whether PH/Spirit are hard for survivors, it's that they're way better than similar killers. PH used to have no penalization for preparing the projectile, while similar ones like The huntress do have this penalization. PH was basically a more powerful huntress and that doesn't make a lot of sense. Thing is, PH was easy to fix, while spirit needs a full remodelation instead.
The only one there that's remotely similar really, is the Wraith.
Yes, he has a charge up and charge down animation (which is made up for by a speed burst after uncloaking), but Spirit also has a charge up, so it's just the charge down that's missing.
Wraith can use his power at any time, for any duration, but Spirit only gets 5 seconds without add-ons, and spends 75% of the time without her power available to use. This is the main reason why Spirit isn't at the top of the kill table, and why, despite all the cries from survivors to nerf her, its perfectly possible to escape from her and do just as well in a match against her as pretty much any other killer.
The next most similar killer after Wraith, is probably Nurse. Yes she's harder to master, but once you learn to account for the fatigue state, she is relentless. Her power recharges so fast, its just blink after blink after blink. Spirit doesn't get that, and no amount of practice will allow you to gain that much pressure with her. If you can successfully dupe her once, her power is gone for 15 seconds and she's a 110% M1 killer for that time.
That's her counterplay, duping her mind games, making her miss a hit when emerging from a phase. Do that and she's impotent.
Losing the ability to rely on mindgames, however much, is what would improve the experience of going against her. Her loop mindgames are such that the longer she just stands there, the more likely she is to win that mindgame. Limit it to 3 seconds, and she can't rely on it.
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Showing where the Spirit is via scratch marks kinda defeats the whole point of her being, you know, invisible.
Her power is a stealth power, being invisible is the whole point. In exchange there's a significant cooldown on her ability, so she can't use it all the time, or for very long.
The main gripe people have with Spirit's power is the counterplay at loops. The 'mind game' that gives you a 50/50 chance of getting to the next loop, before she does it again.
I would simply give a time limit on the duration the 'husk' remains at the spot she started phasing. Have it vanish after 3 seconds, so that she basically gets a 3 second head start, and mind games are limited to 3 seconds long.
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As a base mechanic in the game, absolutely not.
But, like PH's cage of attonement, it could have some place as a Perk.
Entity's Favour: If hooked on a non-basement hook, when on your first hook state, an attempt to unhooked yourself will instead transport you to a random non-basement hook and consume 200%/175%/150% of your life gauge. The hook you were originally placed on will be broken for 30 seconds.
This has a cost (consumes more life gauge than an unhook attempt and replaces an unhook attempt) and is not entirely under your control (you could end up on the next closest hook which might not help much), plus the killer has a work around (hooking you in the basement).
But it could make for a pretty nifty unhook build: Slippery Meat, Deliverance, Entity's Favour and then your choice of Up the Ante, Resurgence, breakdown, etc. Slippery Meat gives you extra unhook attempts, Deliverance might give you a 100% unhook attempt, so you get hooked, realise you're being camped, and unhook yourself, you get transported away from the killer, and still have enough gauge left to unhook again, and successfully escape the hook away from the killer.
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@Liar_KIM said:
https://forum.deadbydaylight.com/en/discussion/comment/2380016#Comment_2380016
Thank you. I guess I didn't explain enough about 1/3.
The problem you pointed out is key. Importantly, when the survivor is confirmed to kick Victor,
survivor cannot cancel it along the way that.
This is the same system as when a killer hits a pallet.
I am not good at English, so I am answering by translating it with a translator.
I'm worried if my answer is being delivered well.
But I like this conversation. I haven't had much to talk about games lately. :)
I would say 1/3 is still making it too easy for the survivor to kick Victor. The fact is it is possible to fail, this would make it impossible to fail.
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@InsaneCoaster said:
https://forum.deadbydaylight.com/en/discussion/comment/2379993#Comment_2379993
Well I agree, console players should be allowed to change more settings, hence why I believe brightness and FOV sliders should be in the settings menu. What I'm proposing hugely benefits console players.
But you completely missed the part where I said we won't be getting an increased FOV.
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For 1/3, survivors can halt, or fail, the motion to 'kick' Victor. So if control automatically reverts to Charlotte when that action begins, then you would lose control of Victor regardless of whether or not he gets kicked, and then survivors that fail to kick him, instantly get a free kick anyway when he's no longer controlled.
This would be a pain in the ass, and it would give survivors way more control over the killer. You wouldn't even need to kick Victor, just get close enough to give R1/RB a quick tap and he's gone. Killer's power negated.
2/3 is actually pretty damn cool. Basically Charlotte would act a little bit like Nemesis' zombies, just more stationary? That would be amazing. Honestly it should work both ways. get within 3m of Charlotte and she automatically lunges at you, get within 1m of Victor and he automatically downs/latches onto you. That alone would make Twins very effective at being in two places at once, like the Zombies.
3/3 aura/glow would 100% be an improvement.
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@InsaneCoaster said:
https://forum.deadbydaylight.com/en/discussion/comment/2378919#Comment_2378919
I genuinely prefer the look of Low settings because of the brightness. That's why I can't use Ultra. Also hang on, are you saying PC players shouldn't be allowed to use filters or change settings? That's literally one of the main reasons people play on PC: the versatility. Not everybody's setup is the same and not everybody's preferences are the same, that's what's so great about filters and modifications.
When those 'preferences' alter the gameplay experience by giving you an advantage, in a game that is all about visual cues, then yes, it should be limited. The fact that PC players can lower their settings to make things much, much more clear, while console players have very limited settings and cannot make their game as clear, is a problem.
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@InsaneCoaster said:
https://forum.deadbydaylight.com/en/discussion/comment/2378752#Comment_2378752
But at least an FOV slider would be fair, no? It's not like this is some kind of strange, obscure setting. A huge amount of modern games have this as a feature, including competitive games, and DBD isn't even competitive.
I don't care if people don't accept me as a stretched res user, I will continue to use it either way unless something is done to improve the performance and settings of the game.
Interesting you mentioned low graphics, because I'm forced to use that too, since the game is so damn dark on ultra and for some reason DBD is one of the only games ever not to have a brightness slider.
The reason stretched resolution is a contentious topic at all is because a larger FOV gives you an advantage in this game. It relies on your vision, and there's a reason why Killer is 1st person, and why maps are designed with LOS blockers which can both obscure the survivor who's trying to stealth around the killer, or obscure the approach of a stealth killer. Undermining either of them breaks the game for the other side. How is it fair if from your own experience you know that you are currently obscured, but your opponent can see you because of 'settings' that you're not able to access?
This is why FOV adjustments in the game currently exist as perks, Monitor and Abuse, and Shadowborn. Gaining that extra advantage comes at the cost of using up a perk slot.
Increasing your FOV gives you an edge, and can work around some LOS blockers. So any FOV slider would be utterly pointless, players would all simply set it to maximum, which would likely be what we have now. Basically, a FOV slider would simply give you the option to reduce your FOV, which nobody would take.
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I think the real question here is, are cooldowns a metric of a balanced power?
You've highlighted The Spirit as your prime example of a balanced power, and said that Nurse has no cooldown as is therefore not balanced...
If that doesn't show you the error in your logic I don't know what to say.
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@Leon_Loves_Cheryl said:
https://forum.deadbydaylight.com/en/discussion/comment/2377994#Comment_2377994
Keep in mind that many survivors would essentially be gaining three perk slots since I'm making Kindred, BT, and DS built-in to the survivor as a whole. One may argue that killer should have even more than three more perk slots although personally I think three is fine. If killer ends up being sufficiently strong in the face of the Survivor buffs, then we don't need to keep the early game slowdown mechanic. I'd rather sacrifice that aspect than the 3 perk slots.
The problem is that killer perks are on average much stronger and more effective than survivor perks. It's already 4 versus 16.
Perks like Kindred are already shared amongst survivors when used as it is, similar to Prove thyself, etc. So it's really only freeing up one perk slot for the whole team.
So no, giving survivors extra information isn't a fair enough trade to give killers 3 extra perks, which could easily be OP things like NOED, Undying, Ruin, Blood Warden, No Way Out, Devour, Make Your Choice, etc.
Killers could stack 3 slowdown perks, 3 exposure perks, and still have room for one more.
What happens if a killer brings more than 5 Hex perks? or more than 4 including Haunted Ground?
Personally I wouldn't give Kindred as basekit, instead I'd give the ability to track survivors locations via an effect similar to Killer Instinct. A heartbeat and a pulsing, directional indicator, but not an aura. this is less informative than Kindred so the perk itself still has use, but still provides the same sort of info that voice comms would.
Borrowed Time would be too OP basekit. Instead I'd change it so that any unhooked survivor has no collision for 5 seconds. This prevent them being instantly downed, and also prevents them from bodyblocking the unhooker. BT can then continue to work as it does now for 10 seconds following that initial 5 seconds, bringing it back up to 15 seconds total.
Decisive Strike as basekit is also too strong, and, similarly to BT being basekit, would be a monumental buff to SWF groups, while being slightly less of a buff to solo players, which just further widens the gap between SWF and solo.
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No punishments. You need to stop trying to punish people for playing the game. Can't you think of anything else besides "sticking it to those damn killers, damn I hate those killers ######### #########"?
Punishments and penalties get abused by the other side, when they know how to inflict them, and body blocking the survivor who unhooked you is a sure fire way to inflict this one.
Instead, you need the opposite, Rewards for not tunnelling and camping.
Some killer perks do this, BBQ & Chilli, Devour Hope, Make Your Choice, Furtive Chase (for the odd chance that changing the obsession is useful for you).
We need more things like these, ideally, something that works as a generator slow-down perk, and I have a couple ideas.
- A Ruin-like perk, that only triggers when a survivor is hooked, for about 40/50/60 seconds, and only when you're not within 32 meters of a hooked survivor. As it's limited in it's duration and has to be 'earned' it doesn't need to be a Hex.
- A perk that inflicts the survivor who was just unhooked with incapacitated for 40/50/60 seconds. Meaning they can't repair gens, so you will be better off leaving them alone and going after someone else. This one might even be strong enough to warrant being a Hex, as it also means they can't heal themselves outside of Inner Strength.
These both 'punish' the killer for camping or tunnelling off the hook, but as they're killer perks, they would be self inflicted punishments. So they're really the opposite, Rewards for not camping/tunnelling.
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Scott stop stealing my idea's, I know you use these forums. /jk
I don't know if these two changes in particular would be balanced together, but Solo Survivors do need communication tools such as the ping system, that are superfluous to SWF groups. Then yes, killers can likely be buffed a little, but these killer buffs sound a bit much, maybe just the slowdown part.
I'd be fore a 5th killer perk slot IF it was dedicated to just Hex perks. Along with an overall Hex perk rework so that they're all viable as solo Hex perks, and ideally so that they all scale with the number of totems instead of being reliant on one single totem.
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@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2376646#Comment_2376646
Excuse me I never said I don't want a challenge.
but it's unfair how much survivors control the end game. They always 99 the gates which means they are in control of the game.
Who is the power role here?
Then open the gates.
if the survivors don't want them open yet, it's for a reason (giving the more time to make a hook save), so if you open the gate, you're putting them at a disadvantage.
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@Erd69 said:
I agree. Farming is boring and all you get is bloodpoints. Why do people care more about bloodpoints than actually playing the game? It's literally just points...
Because of the massive grind required to unlock the perks required to play the game.
It takes roughly 60 million bloodpoints to get all perks on ONE survivor.
That's all survivors to level 40 then your 'main' to roughly 150 in order to get all perk tiers.
At 30k average per game, that's 2,000 games you have to play, before you've unlocked all of the actual gameplay content, before you actually have the whole game to play with.
Now do that again for every killer.
I don't condone forcing other people to farm, but there's a huge reason why people might want to do it.
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So... you ran the killer for 2-3 minutes, and he then killed you, and you feel like you... didn't get to play the game?
Farming usually involves not killing survivors at the earliest opportunity. If the killer was able to kill you, while farming, just imagine how easily they would have killed you if they weren't farming.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2376007#Comment_2376007
But you see, The Hatch, is a Survivors EGC.
With no time limit that the killer can easily end. Killer even has priority in a standoff.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2375990#Comment_2375990
But it is a different game-state, isn't it?
Nearly everyone considers camping in this scenario acceptable, but why? The answer could be that a lot of people consider completing all Gens to be the "win-condition" for Survivors. They have completed a Majority of their Trial.
Of course, all the complaints about NOED seem to also show that this isn't wholly true either.
It might be an easier objective than repairing a gen, but the exit gates are still an objective.
Survivors need to open them to escape, so you know that's where survivors are going to be.
That's like saying when there's only one remaining survivor left that the killer has completed most of their objective, but you still want to get that last survivor, and you only trigger EGC by closing the hatch, it's not automatic.
Honestly having EGC trigger when the last generator is repaired would be a blow to the killer just as much as survivors. That's less time to hook everyone, and it makes survivors skittier, discouraging risky altruistic plays that would get you more hooks or kills.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2349342#Comment_2349342
Literally impossible. It takes 120 seconds to do a gen. Even if all 4 survivors are each on one. That's 4 gens in 2 minutes. Then you have to group up on one to finish the last. That's not including running time to get to the gens. Being chased, etc
But again that's my point and you even said it. It's the killers job to slug,camp, tunnel of neccesary. Slugging is my preferred method. Since if you can slug and get in a chase with someone else. That's 3 people not on gens for a period of time. And that's the point I'm trying to make. Most maps are such ######### for killer. You can't even get your snowball rolling/apply the pressure neccesary to keep them off gens.
It takes 80 seconds to repair a generator, not 120.
If you have 3 survivors on separate generators, that only takes 160 seconds plus travel time (so maybe 200 tops) to do all five generators. So yeah, that's roughly in line with "three minutes".
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The Gates are the final objective for the survivors, so no, the games not over yet.
Defend that gates just like you defend the gens.
If survivors are 99ing the gates, then being closed is currently benefitting them. In that case, open the gates. Even if it's a trade off, in that current situation it is less beneficial to the survivors to have the gates open, which means it's better for you. This is usually because they have something else they're trying to do, rescue a hooked teammate for example.
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@Marcavecunc said:
I agree it would make things much less grindy to just have everyone start with the unlocked perks at level 1.
Another idea I had was.. when you prestige, keep the perks you unlocked in the previous "round" but all back at level 1. So chances are by prestige 3 you'll have all of them at the start
That was something I considered before yeah, but it wouldn't really be necessary if all perks were automatically available at Tier 1 anyway.
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When they sort out Skill Based Matchmaking, they'll be repurposing the Ranking system.
It won't have any effect on matchmaking so instead it's going to be a monthly goal to climb as high as you can, then at the end of the month (well, the 13th of each month I assume) you get a BP bonus based on your rank, and get reset back to 20. You won't be able to depip.
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It's called Custom Game
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Most SWFs are just friends playing together to have fun, they're not tryhards with a code who report every detail to each other.
My friends just talk #########, and ######### around, and occasionally it'll be like "killer's heading towards you ____" when one of us gets hooked.
We die as much as we escape.
I do better solo than with my friends.
But I probably wouldn't play survivor much if at all if it wasn't with friends.
And I consider myself more of a 'killer main' and am constantly arguing for killer buffs, and defending things like camping and tunnelling as legit tactics in certain circumstances.
So no, there's nothing you can do to 'fix' SWF, because in penalising elite commando squads (which aren't as common as you think), you're also punishing all the regular players who are just playing this game with their friends, which is an integral part of this game.
You prevent people playing with their friends and this game will die.
You just need to 'git gud'. This "SWF break the game it's an exploit waaaah!" is exactly the same as Sluzzy and his "BBQ is OP nerf it! OMG Furtive chase is OP PLS NERF IT ALREADY GAME IS KILLER SIDED!"
Or maybe what you need is some friends.
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It's not hard to find any perk you want when you realise they're all in alphabetical order...
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@Jivetalkin13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2366632#Comment_2366632
Yeah...but then you only have 3 other survivors. 3 × 3 = 9, you have 9 hook stages before everyone is dead.
I'm not sure what your point is...
I want as many hooks as possible.
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@Aven_Fallen said:
This is your 4th thread on this Topic. I highly doubt that the Devs will change their mind on that one, the new Hook UI for Killers is mainly positive feedback if they are doing well.
But it doesn't do that.
A survivor dying on first hook is bad for the killer, you only get one hook score event out of it, but the counter counts it as 3, so you can't even rely on the information the counter is giving you.
Also, without individual survivor hook counts, it can be hard to keep track of who you have and haven't hooked, and can lead to inadvertent tunnelling, especially with multiples of the same survivor. So without it, you get accidental tunnels. Meanwhile actual tunnelling killers will tunnel regardless, and already know who they're going after because they're only focusing on one survivor.
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@IDewDew said:
Finally played survivor in green rank after 2 months and it's a nightmare. Nobody does gens because they're bad and killers are boring to get chased by because they suck. When people say they want chill games or less sweaty games it only means they want to play with or against bad players
I've had more competent survivors in green ranks than in red ranks.
Red ranks just instantly lynch the killer with flashlights, then DC if they get downed any earlier than they had hoped to.
In green ranks I've still had survivors coming for the rescue, still body blocking, taking hits for each other, but sensibly. They're guarding you while you open the exit gate, instead of zerg rushing the hook.
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Green ranks is where it's at, specifically 11-12.
Matchmaking generally extends 6 ranks either side of your rank (it will go further is matchmaking is taking too long, but usually it's this 6-rank range), which means a rank 11 can be paired with anyone from rank 5 to rank 17.
A rank 1 however only has ranks 1-6, which means you're going to get a lot of rank 5s and 6s going against rank 1s. Likewise, rank 4s only have 1-10 to go against, so pretty much any purple rank is going to be paired with red ranks, A LOT.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2366458#Comment_2366458
Your first suggestion will just make survivors dodge each other.
If keeping your build secret from your own teammates is an integral part of the game, then it deserves to go.
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Making existing perks basekit is never the solution, because that's never going to happen.
But solo players do need more QoL and information that makes up for not being in voice chat with the other survivors.
- Show survivors each others perk/item loadout in the lobby screen. So survivors know the capabilities of their fellow survivors.
- Allow survivors to 'ping' their location to other survivors via the 'killer instinct' heartbeat animation, or the option to 'ping' other survivors locations for yourself, probably on a cooldown.
- Give survivors map-wipe, preset communication options, such as "Killer is here!" "Coast is clear" "Leave me" "Help!", perhaps in conjunction with the 'ping' mentioned above.
I don't believe any of those would benefit a SWF group, but they would aid Solos, bringing the two closer together.
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The problems with survivor perks to discourage camping, is that they're either not effective at actually discouraging it, or they become meta perks that survivors are expected to run, which then end up getting nerfed because they're used too much. They also serve to punish killers, can be abused by survivors in certain situations (see BT body-blocking) and this is perceived as a toxic act that furthers the killer vs survivor partisan issues.
Your perk idea probably wouldn't be 'bad', but it has its issues and there could be better options.
Killer perks that reward not-camping are a much better addition to the game. BBQ & Chilli is not a particularly strong perk, but it gets killers away from the hook (and gets killers spreading those hooks out between survivors for BP). Devour Hope is a very strong perk (hence why it's a Hex) that requires killers to allow a safe unhook. Make Your Choice similarly requires safe unhooks to take place, and then there's Furtive Chase which can be very useful when combined with other Obsession related perks, and prevents tunnelling by requiring the killer to hook different survivors.
In my opinion, the best anti-camping perk that could be added right now, is a gen slowdown perk that has a similar requirement to Devour Hope/Make Your Choice:
When a survivor is hooked, all generators begin regressing at 200% regression for 40/50/60 seconds. All generator regression is paused when you are within 32 meters of a hooked survivor. If a survivor is unhooked within 32 meters of you, regression halts.
Gen slowdown is a huge issue for killers, and while something like BBQ can help a good killer maintain some gen pressure, it ideally needs to be paired with something like Ruin to be effective, and you're combining two perks to create the emergent effect of pressuring gens. This perk would be more obvious; leave hook = gen pressure, and it'll be more effective in actually getting killers away from the hook.
This perk could replace Ruin as the meta gen regression perk. It requires hooks to earn it, it requires you to pressure gens to make use of it, and it requires you to leave the hook to activate it, and because it's limited to a certain window following an unhook and not instantly and permanently working, it doesn't need to be limited by being a Hex. It has a counter, don't get hooked, or keep the killer by the hook. Looping the killer around the hook can't be perceived as toxic or 'abuse', because the killer isn't being inconvenienced by doing so, they're not getting rewarded.
It could pair well with Thrilling Tremors to make sure survivors aren't working on gens during that window between hooking a survivor and getting far enough away to activate the regression.
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The problem is the joystick deadzones, they're massive, and it makes aiming anything really tricky.
It's been brought up several times, hopefully they listen.
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@BubbaDredge said:
https://forum.deadbydaylight.com/en/discussion/comment/2362316#Comment_2362316
So you're seriously arguing that only Spirits use stridor?
I've never known anyone to run Stridor, Spirits the only killer that benefits form it and I wouldn't even use it on Spirit.
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Yep, in green ranks you don't get thrown in with reds very often, and reds are the worst.
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I guess Christmas and Easter cosmetics are out of the question then... oh wait.
And Oni has to remain Japanese, in every outfit, he couldn't, for example, wear something Greek.
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@Snowbawlzzz said:
https://forum.deadbydaylight.com/en/discussion/comment/2361847#Comment_2361847
Franklins is on me though, I misread that perk. Still though, it's not very helpful considering how long it takes items to lose their charges. they get 1.5 to 2 entire minutes to go grab their stuff.
That's pretty useless on medkits, you're losing an entire health state if you drop it for even a second, unless for some reason you brought charges in multiples other than 16.
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@GrimoireWeiss said:
Ghostface, Spirit, Oni.
Don't know why people are saying Wraith. At least for me the game freezes a solid second every time I uncloak, it makes his speed boost useless.
Good luck steering Oni on controller.
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@madeR said:
https://forum.deadbydaylight.com/en/discussion/comment/2362671#Comment_2362671
Once again i don't know who i'm talking to... we are talking about killers staying around the hook no matter what and you are taking single exemples as an argument...
Well, useless to speak with ppl like you.
Both scenarios over lap.
You're talking about punishing killers who stay around the hook no matter what. But those punishments also affect every other scenario in which a killer ends up near the hook.
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@madeR said:
https://forum.deadbydaylight.com/en/discussion/comment/2362666#Comment_2362666
Yes but it never happens as most killers stay by the hook waiting for someone doing the save to get another easy prey.
The killer is going to go to where the survivors are.
If the only target is currently running towards the hook, what do you expect the killer to do? Stand in a corner and let them get the unhook?
The killer is not there to facilitate the survivors game, they are not a babysitter, the killer is trying to win.