Seraphor
Seraphor
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More evidence for the "remove the DC penalty" crowd that removing the penalty would make the game a rotten mess.
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Great idea. Also make the sounds while phasing slightly distorted, like Freddy's dream state. So while they're still directional, it's a little harder to gauge exactly what direction without 'triangulating' a little bit. As a Spirit player I'd be happy with this.
BTW as a Spirit player, I can't stand using Stridor.
Sure, it makes it easier to detect survivors from a greater distance, but up close, it becomes a lot harder to tell where the survivor is, as they have the same volume at anywhere from around 1-5 meters away, and 10-15 meters away sounds like 5-10 meters.
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@Vulgun said:
https://forum.deadbydaylight.com/en/discussion/comment/2291543#Comment_2291543
That first sentence is a complete lie if you take two seconds to investigate the characters we're discussing.
Meg is probably the closest to being Susie's counterpart, but it's also stated that Susie is the youngest member of The Legion,, as it's implied she was taken by The Entity as a Sophomore, whereas Meg looks like she's probably graduated high school.
Also, I agree that the concept kind of fell flat on its face. The Legion, as they are right now, are probably the least redeemable Killers in terms of playstyle.
And if you take more than two seconds you'll find various theories out there that support it.
Alternate versions, as in alternate realities, where in one, Meg/Suzie was brought up by her father instead of her mother, fell into the 'wrong crowd' and was taken by the entity earlier, etc.
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Pretty sure they said as soon as it was possible. I'd imagine it's their top priority right now as it's a pretty big selling point for this chapter.
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They're supposed to be alternate versions of the four main survivors. Suzie even has Megs pigtails (and Meg has a cosmetic Suzie mask) The concept was meant to be killers who pretend to be survivors but that didn't really go as planned and they got a more watered down power.
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@OtakaChan said:
https://forum.deadbydaylight.com/en/discussion/comment/2288000#Comment_2288000
If gens are a problem reduce the survivors by 1. Make it a 3 v 1.
Then the game would have to be balanced around 3 survivors instead of 4, and it would still be advantageous to eliminate one early on. Moreso even, because you're reducing the survivors productivity by a third rather than a quarter.
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As you'll find as you progress, with little experience, the newer player state of the game is very killer sided. However as you gain skill, rank up, and get paired with better survivors (and killers) it will become apparent how survivor sided the top tiers are.
The game has to be balanced for all levels of skill in mind, and that sweet middle spot is a bit of an elusive fantasy.
Killers who experience higher levels of play are forced to play harder and more efficiently to stand a chance against efficient survivor teams, which means when paired with lower skilled survivors, killers are still in this same mentality, and deploy harsh tactics like camping, slugging, etc.
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I don't think he needs anything that badly, but he's a tad undertuned. So if anything I'd expect a slight buff to either his T3 stage, or the Infection status on survivors.
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You don't need to bash your joystick around, just have it continuously moving, in any gentle constant motion, will progress the wiggle meter.
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Those were choices the killer made. They are a player as well.
There's nothing anyone can do to fix it, it's a competitive PVP game.
The only solution is to address the cause of the issue. Playing killer is a stressful race against the clock, and eliminating one survivor early on is an effective strategy. Perhaps if the game weren't so survivor sided and killers weren't forced to sweat in 90% of games against red rank survivors, killers might be a bit more lenient.
But in any case, you're still going to get ######### who tryhard even when they don't need to. So it will never go away entirely.
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It would have to be very simple, and very minor. Something like:
Agility: 1/2/3% Vaulting, Opening and Unlocking Speed Bonus
Intelligence: 1/2/3% Repair, Sabotage and Cleansing Speed Bonus
Vitality: 1/2/3% Healing Speed Bonus (to self, others, or when being healed by others)
Strength: 1/2/3% Unhooking and Wiggle Speed Bonus
Then each survivors has between 0 and 3 in each of the four stats, up to a total of 6.
For example, Claudette could have 1 Agility, 2 Intelligence, 3 Vitality and 0 Weight.
At max that is a small section of a Tier I Resilience, with Strength having a smidge of Boil Over in there too.
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I expect giving us weaker versions of hex perks that aren't hexes would probably result in everyone not using hex perks anymore, so that's probably why they don't do it.
A weaker Ruin that only activated after leaving a hooked survivor for x seconds would be amazing but then why bother with Ruin?
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@gilgamer said:
Im pretty sure the reason why most games on console dont have a chat is because its not exactly easy to type on it, where as on pc we have a keyboard.
Many console games do have chat functions though, and you can use usb keyboards on them. Especially if you play an MMO like FFXIV as well.
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@GoshJosh said:
I'm pretty sure by the time teachables roll around in the bloodweb, you have the option of at least one other perk? You therefore aren't ever forced to buy the teachables. But either way, yes: the bloodweb needs a major overhaul.
While this is true for those 5 levels, you are forced to by the level 30 teachable in order for the level 35 teachable to spawn, and again for the level 40.
So if you're after a specific teachable and it's the level 40 one, you have to buy all three.
But if you only want the level 30 one then that's 2 you can ignore.
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Come on now. He's literally worse than Pyramid Head. Tentacle is more precise than PH's AoE, requiring tighter aim, doesn't multi-hit targets, and requires 3 hits to down instead of 2.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2284400#Comment_2284400
My suggestion is not about getting items or add-ons, but about getting perks. My suggestion isnnot changing how you get items, add-ons and offerings.
Maybe you didn't realize it so far, because you are a newer player. Later you will see how time consuming it is to get perks to be able to try various builds. This is especially true for killers, because each killer is different. Survivors are just basically different skins, so there it is enough to max out a single survivor.
I've been playing since September, so I'm fully aware. (I said 'relatively', not brand new)
I know it's about perks, but when I made my point about not eliminating the grind you said "but items and add ons" so stop moving the goalposts.
I'm against completely eliminating the grind altogether, you need something to work towards or many players just won't bother playing after they've grown tied of the initial novelty, and then queue times will be awful.
A third, and entire THIRD, is way more than generous enough.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2283206#Comment_2283206
The purpose of bloodpoints is to be able to buy items (medkit, toolbox, ...), add-ons and offerings. You need to score high to be able to cover the cost of these. And actually you reach this state even now if you manage to buy all the perks from the bloodweb. Most players however never get to this point because of the insane grind which becomes increasingly harder each time they release new killers or survivors.
Maybe my proposal may seem as a bit radical change, but this could work in the long term, the current system is already broken. As I mentioned, currently the grind is increasing quadratically for new players, which is crazy...
I am a relatively new player, in that I'm still grinding to level up and perk out most of my characters. But I don't really find I have a shortage of items available, nor do I rely on them either. I can happily make do with just a brown medkit, or still manage to find a green medkit or a brand new part if I want to use one. While you're grinding out perks, you're passively acquiring loads of items along the way.
Reducing the grind by a third would be more then enough in my opinion.
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I feel like that might be a bit too much. Not so much reducing the grind as eliminating it entirely, and then, what's the point of bloodpoints? If bloodpoints are worthless, what's the point of trying to score high?
I'd got for automatically unlocking the perks at tier I. So all of the generic perks are already available at tier I on all survivors and killers, just like a characters own perks are. Then whenever you unlock a teachable via the bloodweb or the shrine, they automatically become available at tier I.
That way, you still need to grind to level the perks up, but by doing this, you automatically have a version of that perk, even if it's not the best version yet, and it reducing the overall grind by a third.
If that's still not quite enough... perhaps introduce the option of skipping tiers. So you have a perk at tier I already (automatically) and you have a chance to find either the tier II or the tier III version of that perk in the bloodweb. Tier III would be a bit rarer, maybe half the chance, but it would be possible to bypass tier II altogether.
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You can just punch them, the tentacle doesn't have enough range that you have to rely on it at all times, if you want to injure instead of infect, get that extra meter closer and lunge.
His T3 should get a bit of a buff to give inflicting infection more of a payoff though.
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@Chaoxide said:
https://forum.deadbydaylight.com/en/discussion/comment/2232391#Comment_2232391
Doctor would just be purposely pro longing the game which is a ban able offense, you can get banned for that thats why you cant just trap someone in a corner until they quit or dies to end game. Holding the game hostage isnt allowed. No Mither could be buffed to prevent bleeding and perks that cause you to not bleed could also be a counter to this timer for you shouldnt bleed out if you're not bleeding. And Killers already slug for 4ks anyway but now they would have to slug ALOT longer unless the survivor allowed themselves to bleed out which is the purpose of the suggested change, to force survivors to heal so they cant just ignore being smacked by a machete or katana etc and sit on gens.
The Doctor would not be purposefully prolonging the game enough to warrant a ban, because the bleedout timer is considered an acceptable length of time.
That's why you can't be banned for hiding in a corner where the killer can't hook you.
That's also why they're not going to extend the bleedout timer.
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Yet more evidence that players aren't qualified to judge SBMM. Confirmation bias all round.
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Eh, a mechanism for loading in perks mid-game sounds a bit too complicated, and very niche.
What sort of perks did you have in mind to be compatible with it?
If they're too strong, then it could be really broken. (wait until you get slugged to decide between Unbreakable or Decisive Strike, or wait until you find out if you're going against a Spirit to decide to load up Iron Will)
It kinda breaks the concept of perks altogether to be honest, as a loadout you prepare before going into the trial. I would say that any functionality that could or should be swapped out mid-game, could probably be covered by items. You can find these in chests, or swap them with other survivors. Maybe a better suggestion would be new items that do other things that some other perks do. We've just got a perk that mimics firecrackers, maybe an item that mimics something like... Adrenaline, Stim Pack: Instantly recovers one health state when the exit gates are powered, consumed on use. Or... Distortion, Talisman: hides your aura from killer aura reading perks, breaks when charges are depleted.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2269838#Comment_2269838
Well how 'bout that. And if a Killer camps a gen to kick it again it just means they're not patrolling other gens... Though perhaps this would be oppressing in a 3-gen scenario.
Hmm... how about 1% for every gen still to be repaired?
At 5 gens, it's 5% instant regression, at 4 gens it's 4%, etc.
Sure 1% is barely noticeable, and maybe still not worth a kick, but with only 1 gen remaining you're likely more desperate to get that regression in there, and it's still more than the 0% currently.
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Yeah I'd love to be accosted by a squad of teabaggers calling me a f-ing r-tard every match.
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This would be a nice gen-oriented version of Kindred and great for solo survivors.
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You can't make the killer do what you want them to. If they want to camp to secure their kill, they're going to do so regardless. The issue is why they would want to.
Survivors already have so many second chance perks, and can complete gens so fast, that playing killer is mostly a race against the clock. If the killer is going for kills over hooks, then letting people get unhooks is unattractive. You need to make it attractive again.
Killer perks that reward you for not camping are far more effective. Devour Hope, BBQ, Make Your Choice, etc. even Furtive Chase if you're after obsessions.
Ruin is one too, but with totem placements and the Undying nerf, that's been made less attractive.
The best anti-camping perk would be a gen slowdown perk that rewards the killer for not camping similar to Devour/MYC. A non-hex version of Ruin that only works when you're over 24 meters from a hooked survivor would be brilliant.
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@BingBongMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2266858#Comment_2266858
Or maybe... and bear with me here... just maybe, the hex is weaker than a perk that has existed for 3 years?
Both are true, but you're claiming a grandfather clause. I don't see why the length of time something has been in the game should have any bearing on whether or not it's balanced. DS was broken for years before it was nerfed.
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Should be an entirely different perk. There's nothing in this perk that has anything to do with camaraderie.
It should be something like:
Reduces your chance of becoming the Obsession. When you or the Obsession are on the hook, you can each see each others aura and the killers aura. Make it like a more powerful but more specific Kindred.
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Well... considering that Bamboozle is still better than Crowd Control, which is a Hex... it probably should get some kind of nerf to be fair. Maybe a 30-40s cooldown.
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@MissGamer456 said:
I think you should get a 5-7secs of invincibility once getting unhook seems fair.
Not just that, but no collision either. A survivor who has just been unhooked should be immune from damage, and also unable to body block the survivor who rescued them. It's makes absolutely no sense that the survivor should be able to prevent the killer from NOT tunnelling.
Have this last for as stated, about 6 seconds.
Then buff the duration of Borrowed Time back up to what it was before, because 12s is way too short and is actually shorter than the time it takes Deathslinger to reel in. 12s is just short enough that it's viable for the killer to wait it out. 15s is just enough to inconvenience the killer enough that waiting it out is an unattractive choice.
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@SoyBeanPlayer said:
I think the DC penalty either needs removed or edited because it’s really unfair to those disconnected from the server because their internet messes up or the game stalls and they have to be penalized. There should be some kind of code to detect purposeful DC and Forced DC because it’s especially unfair to us who are newer and struggle to rank up and if they were forced out of the game they lose their rank progress for no reason
Unfortunately it is impossible to discern between an internet failure, and the player unplugging their ethernet cable.
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@RayrafLPP said:
https://forum.deadbydaylight.com/en/discussion/comment/2132862#Comment_2132862
- You would get the BP that you collected until you DCd( if youre not the first to DC)
- Yeah I get that one, but then you could make it like in Apex legends. If you DC your character still stands there and can be interacted with until you reconnect in those 90 seconds.
This is a bit of a necro but I didn't see this response before.
I could potentially see this working out, if DCs acted as a sort of forfeit option. 1. You are regarded as 'dead' the moment you DC, so you score and ranking reflects that. 2. When reconnecting, you're still dead, you reconnect as a spectator and can therefore maintain your score up until the moment you DC'ed/Died.
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It's called the Hatch.
You either escape through it, or the killer closes it and initiates EGC, giving you a maximum of 2 minutes.
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@lemonsway said:
https://forum.deadbydaylight.com/en/discussion/comment/2264645#Comment_2264645
They don't need to add more ranks. Just increase the requirements, more bloodpoints and more pips, especially in the first 5 ranks, getting from rank 20 to 15 is the easiest thing and you don't need to do anything special for this to happen. It's simple number tweaking, there's no retrofitting to take place. You don't want individual killer rank. You don't wanna be a Trapper main and be rank 1 with him and have 1000 hours in the game and then start playing Spirit and face Potatoes, that's not fair and you're on a stronger killer aswell. Individual killer rank is the dumbest thing possible, that's the same as deranking on purpose. I'd rather have bot matches in tutorial where i can pick my killer and learn the basics and then play the killer on my normal rank.
I absolutely do want individual killer ranks.
I've climbed to rank 5 killer playing Spirit, Freddy and Hag.
I now face only red rank sweat squads, and I'm unable to play and learn any other killers.
I need bloodpoints to level other killers, but the only way I can earn decent bloodpoints is by playing Spirit. It's a vicious cycle.
I've been trying to play Doctor, but I simply can't catch anyone because they all hold W the moment my TR touches them and stand at a safe distance teabagging.
Individual killer ranks is the only thing that will make playing killer bearable for the majority of mid level killers. Not everyone is a rank 1 pro with 5000 hours, and we desperately need more killers to fix queue times, but killer is godawful to play in this survivor sided game.
Plus individual killer ranking means every killer can be viable, not just stridor spirit and pro nurse. If you want to play a weaker killer, you'll go against equally weaker survivors as your pool of potential opponents will match the caliber of that killer, once you've played them enough to let their rank settle, and while you're doing that you're learning to play that killer's power in a more relaxed setting.
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@Yatol said:
https://forum.deadbydaylight.com/en/discussion/comment/2264537#Comment_2264537
I am paying attention to ranks is good way to tell how active a player has been. The deathslinger was 3 step ahead of everyone and a well time haunted ground pretty much guaranteed his quick victory, meanwhile the leather face, overchased, barely managed to get 2 hooks, would barely pay attention to gens being repaired. ranks wont be relevant once the MMR is permanent but during the test, it was only way to tell how well it worked.
The last rank reset was random.
I was rank 7 survivor, I'm now rank 15 after going down to 17. How active am I?
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@lemonsway said:
https://forum.deadbydaylight.com/en/discussion/comment/2264628#Comment_2264628
The problem isn't the matchmaking, the problem is getting ranks is too easy. Fix the ranking issue then rank based Matchmaking is fixed. The reason it's easy to rank up is because BHVR makes the game easy, it's that simple. They want any and all people to play the game, so they keep making the game more and more accessible wich screw the game but BHVR being BHVR they don't understand.
They would need to add another 20-30 ranks, minimum.
Make it more difficult to rank up by requiring something like 10-15 pips per rank.
Then add in more complex conditions for gaining and losing rank. Some conditions could grant you up to 3 or 4 pips, some could cost you 3 or 4 pips.
Then split it out so that each killer has an individual rank. So that you can be rank 1 on Spirit but maybe rank 30 out of 50 on Trapper if you're crap with him.
Then the ranks might mean something.
But... that's exactly what the MMR is doing, it's just hidden in the background. MMR is just a different ranking system that isn't displayed for you and all players to see.
It's just easier to make it a new system than to try and retrofit it into the existing rank system, especially the 'individual killer rank' part.
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@lemonsway said:
https://forum.deadbydaylight.com/en/discussion/comment/2264537#Comment_2264537
You shouldn't be rank 5 then.
I know I shouldn't be, but I am, because the rank system is broken, which means rank-based matchmaking is broken, which is why we need MMR.
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@Yatol said:
i want the MMR system to stay but it still needs some tuning, right now im a survivor in red ranks, and after getting killed by a red rank death slinger, i got placed against a yellow rank leather face, the lowest ranked survivor in that lobby was purple.
Why are you paying attention to the ranks? The whole point of MMR is that ranks don't mean anything, especially after the last reset.
@lemonsway said:
Hell no! The current matchmaking being "broken" is what makes killer playable, if there weren't any potatoes to play against Killers matches will be sweat sweat sweat sweat. With MMR every killer is gonna suffer. Low skill killers who win against low skill survivors will have high MMR, because at low skill level Killer role is stronger, and face high skill survivors at high MMR and lose matches without getting a single hook, because after what we now call rank 10 the game gets massively survivor sided. MMR is awful when the game is broken AF. MMR only helps good survivors that's it, it doesn't help killers, good or bad, or bad survivors. For MMR to be implemented the game has to be rethinked and redesigned from the ground up. The game is massively, hugely, unmeasurably broken. Maps need to be FIXED and not VISUALLY UPDATED, Breakable WALLS need to get thrown in the bin, Map size needs to be reduced, Map spawns need to be changed, Totem spawns need to be changed.
If keeping MMR means we FIX the game then sure but not only is BHVR imcapable of balancing or FIXing the game, they are also taking way too long to even do MMR to expose how broken the game is, if there's any more need to expose that, and they clearly have no desire to do so.
What you've described is the normal matchmaking for me as a rank 5 killer. Nothing but red ranks usually. MMR put me more where I should be in a mix of roughly green-purples. Of course the actual ranks were all over the place, but the skill level was just right.
It's far too easy to rank up as killer, and even when you lose you can black pip.
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@[Deleted User] said:
So, increase Regression to 200% of it is now.
Ruin now only applies base regression without having to interact with a Generator.
Oppression is now better than Ruin and isn't a Hex.
Would likely need to nerf Oppression and Surge too, with base regression doubled, anything that automatically applies regression is improved.
Maybe Oppression should be reduced to 2 other generators, and Surge only applies 5% immediate regression. However I've long thought Surge needed a buff of some kind so maybe this would be fine for it.
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Maybe not instant default regression.
Treat it like crows, if a gen is part-way repaired, but hasn't been touched in 60 seconds, it starts regressing at half regression speed, 120 seconds, full regression speed.
This means that if you can't kick the generator, you can at least occupy the survivors long enough to eventually get regression to kick in.
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@TruffleTurtle said:
If they halve the regression of ruin, they might as well not make it a hex because it sure would suck and not do anything to warrant being a hex perk
Not really. It would completely eliminate the need to kick any generators still. They would all regress at the new normal regression speed, which is twice as fast as it is now. You're saving 3 seconds on every generator you encounter, which could easily add up to saving 20+ seconds in a chase. That's still well worth the Hex.
Ruin isn't meta because of it's speed, it's meta because it eliminates a task entirely for the killer, kicking the gen.
Pop however may not be so lucky, as now you still have to spend 3s kicking a generator, which you would have to do anyway, but now it only gives you ~12% regression instead of 25%. It would probably put Pop more on par with other kick perks like Oppression and Overcharge.
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There's already a wider superstition or misconception around MMR, players are against it right off the bat, many even avoid playing the game entirely during the MMR tests, skewing the results. There's so much confirmation bias in the feedback.
You don't just need to hide the ranks, you need a long term test, over several days or even weeks.
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@thefallenloser said:
https://forum.deadbydaylight.com/en/discussion/comment/2261760#Comment_2261760
This is literally what the MMR in every single test has been doing.
This is literally what normal rank-based matchmaking has been doing, but every time MMR gets brought up, suddenly loads of forum posters are completely fine with the normal shitshow.
MMR was actually balanced for me, and many others. MMR tests are the best time to play killer as far as I'm concerned, as I finally get fair and balanced games.
These forums are a fraction of a certain subset of players, I was reading BHVR's facebook post about it earlier today and a huge portion of the replies there was praising this MMR test for being balanced and accurate.
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I don't understand how custom games aren't custom.
You can choose any perks in the game, any perks at all, you don't need to grind for 5000 hours to unlock them all, they're just there, ready to use.
You can swap between killer/survivor/spectator at will.
You can choose maps without offerings.
You can enter with fewer than the minimum number of players.
You seem to want to play an entirely different game.
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So what you're saying, is that MMR worked as it should, you got paired with players of an equal skill level, and it was an awful experience?
You only enjoy the game, when your opponent is severely less skilled than you, and you are able to wipe the floor with them?
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2261753#Comment_2261753
And managed to maintain impeccable skill despite the amount of time that would have needed to pass to reset to such a low rank?!
I don’t think so.
Were... you here for the last rank reset?
I literally just said, everyone got reset at random, some people went from rank 10 to rank 11, some went from rank 1 to rank 20.
I went from 7 to 17, I'm still only just 15.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2261756#Comment_2261756
So then what truly is the difference between a 5 second disconnect vs a 15 second hook suicide? All you're doing is just punishing people for wanting to get out of a game 10 seconds faster, you aren't arguing for a DC penalty very well.
Because people don't just DC right after they get hooked, they DC for all sorts of stupid reasons.
People DC when they see a killer they don't like. Or Just before they're about to get hooked cheating the killer out of their sacrifice points and any hook-based perks. You're ######### up the game for four other people just to save 10 seconds.
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If the game is only viable with a broken matchmaking system, then it was never viable.
We need working MMR to highlight imbalances and make the game viable.
There's nothing balanced about "50% of matches are far too easy, and 50% are impossible"
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@BioX said:
https://forum.deadbydaylight.com/en/discussion/comment/2261704#Comment_2261704
right so if you are gearing up for a game of soccer and the other team just starts beating you up you continue to play?
and dont give that "its within the rules, its allowed, its a strat" nonsense, you know that is only the way it is because the devs are incapable to adress it, the game only exists by the grace of its community.
It is within the rules, allowed and a strat though. You're playing a game where one side has to KILL YOU.
Oh no, the other soccer team has the ball and won't pass it back to us, it's not fair!
If you die, just take the death. It takes 15s to die on 2nd stage. Eat those 15s instead of crying like a baby that you're "held hostage" for a few seconds. It'll be a lot quicker than the 5 minute penalty.