Seraphor
Seraphor
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It likely morphed into the 'boon totem' concept. At least that's the only significant gameplay change I've seen mentioned.
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@UncleStabby said:
https://forum.deadbydaylight.com/en/discussion/comment/2221182#Comment_2221182
You don't think people should be proud of who they are? That's kind of a hateful stance.
'Straight Pride' has nothing to do with being proud of who you are. It was conceived entirely in retaliation to Gay Pride, as a hateful mockery of LGBT+ struggles.
LGBT+ Pride, just as any minority movement, is about pushing back against oppression, as a rallying cry in the face of oppression, because it takes that level of 'coming together' for a minority to make themselves heard against an apathetic or even hateful majority. Straight people are not oppressed for being straight, not legally, socially or emotionally, there is no reason for 'Straight Pride' at all, It's no difference to White Supremacy.
By all means be proud of who you are as a person, but being proud for 'being straight' is not a valid avenue for a rallying cry. I would never dream of actively expressing pride for being male or white.
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@fr0sty1223 said:
https://forum.deadbydaylight.com/en/discussion/comment/2215166#Comment_2215166
They are never valid tactics. I am a rank 3 killer and have never had to do either of those things yet I can still consistently get 3ks. Unlike most killer players I don’t expect a 4K every match since a normal game should be 2 escapes and 2 deaths.
I guarantee you a significant portion of the survivors you kill walk away acusing you of camping and tunneling, even if you yourself don't believe you are doing so.
You will get banned for it.
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Just make it spawn on the closest totem to the killer. That at least would prevent survivors spawning on top of it and cleansing it immediately.
Sure survivors would be able to narrow down the hex location to half of the map, but that's still a large area to search.
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Just remove the ability for the Hatch to spawn when there are still multiple survivors or multiple gens left in the game. Just:
- Last remaining survivor. Opens automatically.
- All gens are completed. Can be opened with Keys.
Nothing else. There is no reason why anyone should need the hatch when there are three survivors alive and just one more gen to complete. It can screw over other survivors like this example, and on the killers side, you're still defending gens so there's nothing you can do if survivors all happen to find the hatch and have a key. they just vanish and the game ends through no failing on your part.
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Unlike many other Hex perks, NOED remains uncleansable until the endgame, unless you manage to cleanse ALL totems, which just isn't feasible in a typical game. 3-4 can maybe be expected, and if only 1-2 are cleansed then you could say the survivors aren't doing their best. But all 5 is a lot to ask, and there can always be that one totem that you simply can't find no matter how hard you look. This actually makes it so much harder to find the NOED totem, because if you've cleansed all 4 of the 'easy' totems, then you only have the final stealth totem left that inevitably becomes NOED.
And for that, the killer gets a speed boost and insta-downs, negative half of the survivors toolkit. (one of your two health states, any second chance perks that proc when injured, medkits, etc.)
NOED should really be changed into something like:
When the final generator is repaired, NOED gains a token for each totem that hasn't been cleansed. Any successful attacks put the survivor into the dying state. Putting a survivor into the dying state consumes a token.
This way, the uncleansed totems are snapshotted when the final gen is completed, and you're limited to how many insta-downs you can get based on how thorough survivors have been up until this point.
Yes this limits the killers power, in a rather fair way, but it also pressures survivors to do bones before the last gen is completed, not after, which makes it a more effective slow-down perk as well.
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I know it's a Sluzzy post but still, just to point out the obvious, "BBQ, Tinkerer, Ruin".
BBQ requires survivors to not get in a locker, be further away than 40m, and not to stand behind gens.
Tinkerer relies on the gen that triggers it being within walking distance, otherwise it still pops before you can get there.
Ruin can get cleansed immediately.
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It doesn't matter how they change the spawns. By the very nature of them needing to be found at all, survivors are going to be able to find them and cleanse them. If they couldn't, it would just be broken in favour of the killer instead.
They need to rework Hex perks in general. Instead of them being all or nothing perks tied to the presence of a single totem, they need to have 5 stages of power that scale with how many totems are on the field.
This way, you don't get screwed over by the one totem that's right in the open being the Hex, or conversely, by the one totem that's impossible to find being the Hex. You can still cleanse 3-4 totems, and have a significant effect, but without totally disabling the perk.
For example with Ruin, by number of active totems:
- All gens automatically regress at 80%
- " 100%
- " 120%
- " 140/150/160%
- " 160/180/200%
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@Dr_Loomis said:
https://forum.deadbydaylight.com/en/discussion/comment/2206915#Comment_2206915
It's a bit tricky to equip it last when it's smack bang in the middle of the challenge web. To get to the 'last chance' hatch challenge, the only way is through 'blood debt'. Another 3 survivor challenges are also only available through 'blood debt' OR going the middle route to the web ending and going backwards.
I completed the challenge soon after I posted the original thread, but I still believe situational/luck based challenges shouldn't be a thing. It should of been "Unhook a survivor after being unhooked yourself". That's more reasonable. There is no guarantee that your rescuer will be hooked. So it's not a skill-based challenge, it's a chance-based event. One that requires you to get caught. That's just silly.
In principle, I think luck based challenges are fine. But I admit this one has several layers of luck (you have to get hooked early, your rescuer has to get hooked, and you have to be the first to get to them) and it makes it a fairly extreme example. So yeah, it really should be at the end of a branch.
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As basekit? No, not at all. Camping should be a tactic that a killer can choose to use. But there should be more incentive to not camp. Killer perks that make it easier to get other survivors, or slow down repairs, when you actively choose not to camp, would be the best option.
But a survivor perk that could potentially do something like this? Maybe, if it has enough of a drawback so it's not 100% meta. Something like:
When hooked on a non-basement hook, your first attempt to unhook will no longer have a chance of escape, but will instead transport you to another random non-basement hook on the map. Escape attempts consume an additional 60/50/40% of your life bar.
This comes at a cost of consuming an escape attempt (so it also can only be used once on your first hook) which reduces the time you have to be rescued. The killer would still see where you end up transported to, and that could simply be to the next hook over, so there's still plenty of chance that the killer can still get to your new hook before a survivor does. So it's a gamble. Plus the killer can counter it entirely by hooking you in the basement.
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You can't always expect to pick up a challenge and complete it on your first attempt. Challenges like that are the sort that you equip last and then just play a few games, hoping that the right situation occurs for you to be able to complete it.
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Gen speeds don't need to be any slower themselves, as towards the endgame if the killer is able to apply pressure then it becomes very killer sided. Even slower gen speeds would just lead to more snowballing in the killers favour. It's the early game that needs to be nudged away from the survivors favour. Killer can't be in 7 places at once to defend the first few gens, but a 3 gen is easily defendable.
Some kind of early game objective that needs to be completed before gens can be repaired would be the perfect way of balancing maps. As on larger maps it would take longer to find and complete that objective, making large maps a hindrance to survivors in the early game, as much as they're a hinderance to killer.
My personal idea for what that objective would be is as follows:
Generators cannot be repaired unless you are under the effect of the ‘Repairer’ buff.
Methods to obtain the ‘Repairer’ buff:
Find a Wrench: 8 Wrenches can spawn on a map, typically within 32 meters of a generator and not near to the killer spawn point, they appear on the ground with yellow auras when within 12 meters. Interacting with a Wrench takes 3 seconds and bestows you with the effect of ‘Repairer’ for the duration of the match and makes you blind to all other Wrenches while active. Killers are unable to perceive Wrenches at all.
Equip a suitable Toolbox: Purple (Very Rare) Toolboxes automatically include a Wrench, carrying a purple Toolbox grants you the effect of ‘Repairer’ for as long as that Toolbox has a charge.
Equip a Toolbox with a Broken Wrench or Rusty Wrench Add-on:
Broken Wrench: (Uncommon) Grants you the effect of ‘Repairer’ for as long as your Toolbox has a charge. Slightly reduces repair speed. “Even a broken tool can be used for something.”
Rusty Wrench: (Rare) Grants you the effect of ‘Repairer’ for as long as your Toolbox has a charge. Slightly increases repair speed. “It might not be clean but it’s better than nothing.”
Use a map that has the ability to track Wrenches.
Use a relevant perk:
Metal Detector: For 20/25/30 seconds at the start of the match and after a generator is completed, you are able to see the aura of Generators and Wrenches from 18/24/32 meters away, even when under the effect of ‘Repairer’. (generic or teachable?)
Technical Experience: Grants you the effect of ‘Repairer’ as long as you have at least 1 token. This perk starts with 1/2/3 tokens. Consume a token whenever a generator is completed or you fail a skill check. Gain a token whenever you make a great skill check. Great skill checks increase progression by an additional 1% per token, up to a maximum of 2/3/4%. (new generic perk)
Thrifty Mechanic: Breaking a Totem grants you the effect of ‘Repairer’ for 80/100/120 seconds and increases your repair speed by 4/6/8%. “Anything can be used as a tool if you use your imagination.” (new teachable perk)
Technician (rework): Gains the effect of “Grants you the effect of ‘Repairer’.” On a failed repair skill check, gains the effect of “You lose the effect of ‘Repairer’ for 6/5/4 seconds.” and loses the effect of “An additional Regression penalty of 5/4/3 % is applied.”
Built to Last (regain charges after depleting and thus able to maintain the ‘Repair’ effect of a toolbox)
Play a relevant offering:
Empty Reinforced Toolbelt: Increases the number of Wrenches that spawn on the map by 3. (Very Rare)
Empty Leather Toolbelt: Increases the number of Wrenches that spawn on the map by 2. (Rare)
Empty Canvass Toolbelt: Increases the number of Wrenches that spawn on the map by 1. (Uncommon)
Killer counter perks:
Covert Disarmament: Survivors who are unhooked at least 32/28/24 meters away lose the effect of ‘Repairer’ unless granted by an item or a perk. If ‘Repairer’ is granted by and item or perk, they are unable to interact with a generator for 20/25/30 seconds. Can only be applied once per game, per survivor.
Disabling Shroud: Survivors within your terror radius are unable to perceive Wrenches on the map. Survivors within your terror radius under the ‘Repairer’ effect receive more skill checks with additional 5/10/15% penalty for failure.
Franklin’s Demise (survivor drops toolbox)
Benefits:
- Provides a new early-game objective that can take anything between 5 (if lucky spawn) and ~60 seconds before you’re able to start repairing generators, on a per-survivor basis, likely an average of about 30 seconds. This slows down the early game gen rush.
- Provides incentive to run toolboxes outside of gen rush and sabotage, and encourages healthier use of those toolboxes (you don’t want to deplete them instantly).
- Provides a new avenue for gen defence (killer perks) and diluting the survivors perk pool (Repairer effect perks).
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It's too long to wait 10 seconds for the two skill checks to come up?
You'd rather wait 5 minutes for the DC penalty to wear off instead?
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@zarr said:
https://forum.deadbydaylight.com/en/discussion/comment/2204103#Comment_2204103
Hit validation can be and is usually done from the most neutral perspective, which is the dedicated server. Games a lot more fast-paced, precise and competitively viable than DbD use server-side hit validation and even entirely server-sided hit registration altogether, and it does not render those games unplayable whatsoever.
In fact, given that in DbD only 1 client does the hitting and 4 others are merely receiving, it is even more unfair that hit registration is done client-side than it already is in and of itself even in games where all clients hit each other. In those other games at least all clients benefit unfairly from latency, it is as such "equally unfair", but in DbD only the 1 client benefits from latency on hits, to the detriment of 4 others.
Hit registration should not be survivor or killer-sided, the server should judge whether a hit happens. That would not only reduce the impact latency has on whether hits happen or not altogether and mean that bad connections would be to the detriment of the player that actually has the bad connection, but it would also allow for networking techniques like lag compensation to be used to further even the playing field.
Hit validation IS server sided, but it favours the killer. Just as every other game validates the hit of the player making that hit, on the servers. because as I've just explained, anything that doesn't validate the hit according to the player making that hit, becomes unplayable.
There is no such thing as 'neutral', it's a binary equation. It's either survivor sided or killer sided, and survivor sided doesn't work.
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This is why we need a working MMR system.
We need a valid matchmaking system, because there's nothing fun about a newbie killer going against a team of veteran survivors, or vice versa.
Ranks don't accurately measure skill, only loosely related to play time, and they cap out way too early.
No matchmaking system is every going to be perfect. You're not always going to be going against Stridor Spirits or Seal Team Survivor because you're currently rank 1, but we need something more accurate than ranks, and that's MMR.
Just as the current system pulls in players from within 6 ranks if it fails to keep it within your colour, and then goes looking outside of those 6 ranks after that, any MMR system will also have contingencies to widen the net if it can't find players within your MMR bracket. The difference will be the MMR brackets will mean a lot more than ranks. A red rank could be a elite expert or a potato, but an MMR bracket will be a more accurate skill bracket.
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@zarr said:
The killer client is the authority on hit registration and that is one of the biggest problems still plaguing this game. Killers benefit from latency completely one-sidedly on hits, no matter whether that latency stems from a survivor's or their own connection. The hit validation system either does not work at all or is only enabled at ridiculously high killer pings below which there is already more than enough room for bullshit hits.
I really hope BHVR will at some point make the server the actual authority on hit reg, either by moving hit calculations to the server entirely, or applying hit validation regardless of ping.
That said, this one was a very close call, even in a server authority environment this could have very well been a valid hit. There are much, much more ridiculous laghits that happen regularly.
Hit validation has to be on the killers side for the game to work at all. All competitive games validate the hit based on the hitter, not the hittee.
If it favoured the survivor, then you wouldn't be able to hit anything as the killer, because you would never know where the survivors hit box 'actually' is. You can see the survivor on your screen, but you will know for a fact that they're actually in a different position on their screen, and thus hitting survivors will be reduced to flailing wildly in the dark hoping you land on something.
If for example the survivor has latency and is actually 0.5s behind where they should be, then you as the killer will need to be swinging 0.5s ahead of where the survivor is at any point. This would require you to walk through the survivor in order to swing at where they're going to be in 0.5s time. Collision doesn't allow that.
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Honestly, I'd love that as a killer. Forcing incapacitated is the best slowdown you could hope for.
30s might not be long, but if they're teleported at random then that reduces the chances of a team mate healing them as well, so that's 30s incapacitated + healing time. That's better than Deep Wound.
Given how some survivors can just vanish right in front of you, they may as well be teleporting around the map anyway.
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Even 1% faster running speed could be broken considering it would be constant and stack with perks.
Rather than each survivor having their own unique trait, I'd prefer it if survivors (and killers for that matter) could learn a rare Tier IV version of their own perks. These could all be balanced on an individual basis, and would likely just be slight tweaks to their existing values/durations.
So going with Meg again, she could get:
- Quick & Quiet has a cool-down of 30/25/20/17 seconds.
- Sprint Burst causes the Exhausted Status Effect for 60/50/40/35 seconds.
- Adrenaline ignores an existing Exhaustion timer, but causes the Exhausted Status Effect for 60/50/40/35 seconds.
Maybe each one becomes available with each Prestige.
This could be much easier for a killer to keep track of, because you're not thinking about any additional effects, you're just thinking about a survivors own existing perks. Just as you'd never slug a Bill, you'd know that Meg can get her Sprint Burst 5s earlier.
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@Gwinty said:
Matchmaking is not good, true.
But I rather have 3 wonky matches then 1 match where I need to wait an hour to get it.
I do not need a competitive MMR, I need fun and wonky matches are fun for me even if I get beaten to the ground by rank 1 survivors.
For me, it's every match against rank 1 survivors.
There's no fun to be had in red ranks as a killer. I often walk away with no kills and few hooks, after survivors loop me for literal minutes because they all know how to hug the loop perfectly, 360, crouch-dodge, all the techs. As a Doctor, I can barely get a hit in. They start running away at the edge of the TR so it takes me 80 seconds just to catch up to get one hit, let alone a down.
The worst part, is, 0K games don't even depip me, because I spend so much time in a chase that I still black pip.
When MMR was on, I got a healthy mix of yellow/green ranks, which is where I feel I should be as a killer. Not catapulted up to the high purples because it's too easy to rank up as killer.
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I've run BPS as a killer before, and ended up with survivors who ran BPS and a green envelope themselves.
I thought farming would be obvious, so I let them escape chases, and I hit the gens, but they still just ran away from me every chance they got, gen rushed, and escaped. We all got about 10k base BP.
I would have got way more had I just played normally.
So that's probably why killers don't take BPS as an invitation to farm, because it's usually counter productive.
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Can't find survivors when they run through the corn.
But can't lose the killer when I run through the corn.
FML
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I never said Adepts should be harder for killers than survivors. I agree that killer adepts should be made easier.
But giving you MAX SCORE for a survivor giving up is ridiculous. If all Survivors DC'd you'd get maximum sacrifice score, for doing absolutely nothing. That's nuts. You shouldn't be able to get an adept from the other side forfeiting, it's supposed to be a challenge. I don't care if "but survivors can get adept from killer DCing" because that's a problem too, it's not an excuse to have everything handed to you.
I think a DC giving you the sacrifice points for one hook and one successful sacrifice is more than enough for doing absolutely nothing, and it's loads more than what we currently get. And if they don't DC until their 2nd hook anyway, you still get the max sacrifice score, the 1 hook by default and then the 2 you made. That's so ######### generous.
But no, you whine about your million dollar lottery prize because it wasn't the billion you hoped it would be.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2198704#Comment_2198704
With your idea killers will still get robbed of adepts by a survivor pressing leave match.
You only need 10 hooks for an adept.
If one survivors DCs then you still have a chance.
If two DC, then just try again next match. Adepts aren't meant to be something you get in one match.
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There is a fast match option. It's called Playing Killer.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2196354#Comment_2196354
Okay. Why? Why is a DC counting as a 3-hook not fair?
Because you did nothing to earn 3 hooks? That's the maximum sacrifice you can get from one survivor. Why should the default be the highest score?
You should get as many BP as you would had that survivor been hooked once and then died on that first hook, because that's what would have happened had they not DCd. If they didn't DC, they would have used up their chances and then failed the skill checks.
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If it was a perk with a significant draw back or one-time use I could see it being feasible.
Something like: When hooked on a non-basement hook, your first attempt to unhook will no longer have a chance of escape, but will instead transport you to another random non-basement hook on the map. Escape attempts consume an additional 60%/50%/40% of your life bar.
That way you're sacrificing life bar to use it, and it only works on your first hook. Plus the killer will still see which hook you're moved to, and could still have a chance of getting there before another survivor. And the killer has a way to mitigate it entirely by hooking you in the basement. But it's giving the camped survivor some semblance of control over their fate when they're in the most hopeless situation of being camped.
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Switch maybe. But with PS5 and XBS, I doubt PS4 and XB1 will get much more attention.
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There's definitely no downside to this suggestion. Although I don't personally have that much difficulty estimating how many I have.
If it takes 10 total, then you clearly have 4, because 5 would be half-way.
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This please.
Keys are more or less fine provided survivors don't just get to bypass all the remaining objectives.
There's nothing a killer can do about a key if they're still defending gens, and that's when they really, really suck.
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Ruin already deactivates when you cleanse it's Hex totem.
This can happen within 20 seconds of the game starting, so...
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@[Deleted User] said:
This seems okay. Do survivors get the adept achievements when a killer dc's though? I can't remember.
I'm not sure if Adepts count, but it does count as an escape, so possibly.
Personally I think a DC should count as a 1-hook Sacrifice, not a 3-hook. It would be no different to them committing suicide on their first hook that way, and there's always the possibility that you hook them twice before they DC, getting you the three stages of sacrifice that way.
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@solidhex said:
https://forum.deadbydaylight.com/en/discussion/comment/2194121#Comment_2194121
you have to rush the hook right after the survivor got hooked (and accept that you will likely get downed afterwards). It's a shame that there are missions where you basically have to throw the game by putting your teammates in danger or by don't participate in normal gameplay.
The problem with that strategy is doing it twice. If I'm sacrificing myself so save someone else, chances are I'm dead before I get to do it a 2nd time.
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@yobuddd said:
Let’s not forget the fact that you can send 5 zigzag streams of puke across the survivor’s back and yet they somehow avoid getting infected! Seems that only straight, directed streams of puke count - which can be mighty hard to pull off.
She doesn't actually puke in streams. Her power is more like Tricksters, in that it's several projectiles thrown in a rough stream. So it's entirely possible for survivors to dodge in between in the individual projectiles.
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Unhook two survivors within the killers terror radius using Borrowed Time, in a single trial.
Seems like something that usually happens every single game but I've been trying for days and it's just not happening, unless I try to make completely unsafe unhooks, and yet it still never works out.
I can't believe I actually want a camping killer for once.
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@deckyr said:
can't count the number of times i've had a trap, a gen's popped, and i've gotten it off just fine.
can count the number of times i've died to a trap. because the number is 0.
honestly, don't be afraid of the pig after you've been trapped. she's not coming for you. if she is, she's dumb, because the timer's gonna stop any time you're not capable of taking the trap off.
This entire post runs completely contrary to my experience.
- It's always the last Jigsaw box, which either takes 95% of the timer to remove, or my head pops because I can't get to the last box, because the Pig decides to chase me at some point.
- The Pig always camps and tunnels the survivor with the RBT, because the Pig is always an idiot.
I do think The Pigs RBTs need a bit of a rework.
I've yet to see it confirmed, but the lack of any RNG percentages leads me to believe that when a RBT is used, it is assigned a Box that holds the key for it, so the outcome is determined behind the scenes immediately, you just need to guess which one it is. This means you have a 25% chance of it coming off at each box. Or more specifically, 25% at the first, 33% at the second, and 50% at the third/fourth.
If instead of this locked-in chance at the outset, Boxes had a fixed RNG value for removing a RBT, then it could be tweaked until it was balanced better. Give every Box the ability to remove the trap, but have the chance of it succeeding dependent on staggered RNG the same way Trappers Bear Traps work.
1st box = 30%, 2nd box = 60%, 3rd box = 90%, 4th box = 100%.
You could then have different chances for inactive/active RBTs. So maybe:
Inactive: 1st box = 20%, 2nd box = 40%, 3rd box = 80%, 4th box = 100%.
Active: 1st box = 40%, 2nd box = 80%, 3rd box = 100%.
And these could even be adjusted via add-ons:
Moderately decreases the chances of an active trap being removed at a Jigsaw Box. (1st box = 30%, 2nd box = 60%, 3rd box = 90%, 4th box = 100%)
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While Doctor is certainly more oppressive in a 3 gen scenario, he's still a low mobility M1 killer, who likely won't win if there's 3/4 survivors still alive at the last gen when they're spread out across the map.
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Hatch spawning for the final survivor is not a problem.
Hatch spawning when all gens are completed is not a problem.
Hatch spawning when survivors still have objectives left to complete IS a problem. How are you supposed to counter the last 2/3 survivors using a key when you're still defending gens?
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Anything is better than being stuck in red ranks. Honestly it hasn't felt much different. Rank based matchmaking never worked anyway.
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@Brightened said:
https://forum.deadbydaylight.com/en/discussion/comment/2187889#Comment_2187889
Mhm. I saw. So I'm not taking DS anymore. Might as well nerf self-care next. "Upon starting the use of self-care, if you attempt to heal yourself, self-care will deactivate for the rest of the game." I SEE IT COMING!
Are you saying you... run Selfcare?
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Because anyone can write their own SCP, it's usually about as good as your average fan fiction...
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It's much easier to get as killer.
More people are playing killer to get the gnome.
Seems like genius to me.
That said, I lucked upon him as survivor against a camping Bubba.
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@TicTac said:
As survivor i can say green ranks surprised me. I had a match with a facecamping Bubba and everybody did gens and the person on the hook didnt kill himself. So two escaped. In red ranks many just give up.
This is a generalisation of course, but red ranks get cocky. They think they know the game so well, but are in fact blaming their failures on other parts of the game, like "camping bubbas" or "stridor spirit". So they give up or DC over the smallest of issues that offend them.
This isn't a red rank I know (again, it's a generalisation, and who knows what rank any of these people were two days ago) but this is the sort of thing I mean, that you see regularly in red ranks and not so much in the lower ranks. You can probably tell from the picture alone, but Feng with the key was caught by Ghost Face about 20 seconds into the game, where she promptly DCd.
I haven't blocked names out, because the other players were totally fine, and you can't actually tell what Feng's name is because two characters failed to display.
It was actually one of the better games I've had in a long time, honestly thought I was dead on several occasions, and the GF would have got a lot more points if he had a fourth player to get a couple of hooks and some chases out of.
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@TunnelVision said:
I never understood why anyone would want to get to red ranks anyway to be honest. It's generally the place where people take the game way too seriously. I think the perfect spot is between purple and green, or that's certainly my favoured rank. It has the perfect balance of fun and challenge.
Totally agree. The best experience I have in this game is around green ranks. Survivors know what they're doing, generally, but they're not dicks about it.
Unfortunately hitting purple tends to put me with red ranks anyway.
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Honestly, it varies from game to game. Sometimes I'll give hatch/escape if the survivor hasn't played toxic or has played well. But generally if I'm low on BP, someone else has escaped, etc. I probably won't.
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I've enjoyed being a rank 17 survivor for the first time in months. But unfortunately my killer only went from 5 to 7...
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/2187090#Comment_2187090
It's far better than WGLF.
BBQ is going to give you useful information at least once a game.
With WGLF you'd be lucky to heal a slug up once every 3 games.
BBQ is a healthy perk because it forces the killer to seek out multiple survivors, and provides an objective besides camping. That's why it has BPs, because it helps survivors almost as much as it helps the killer.
WGLF is a perk that gets you protecting other survivors, and making good plays that take pressure off those survivors, as well as rewarding safe unhooks. So again it's rewarding play that helps the other players.
I'm not really sure what else they could add to WGLF, or what perks could get the BP bonus instead, that would help out the other players in the game as much as WGLF. Babysitter maybe? But that's even more niche.
BT shouldn't get it, because it's a meta perk on it's own right. It doesn't make you a target over the survivor you unhooked, it just gives them a free health state.
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While I run both, I kind of agree.
It would be nice if instead of BBQ/WGLF, we had a slew of perks that gave BP bonus in individual categories. Maybe BBQ gives a bonus for Sacrifice, and WGLF gives a bonus in Altruism. Meanwhile there's also things like TotH. Open that up more, so there are multiple ways to boost your BP with a few different perks.
Then, to compensate, increase the BP cap for each category from 8000 to 12000. It would allow you to gain more bloodpoints for exemplary play, and increase the value of perks/add-ons that increase the in-game bloodpoint rewards.
If WGLF only increased Altruism by 100%, but you could gain 12000 BP in Altruism (giving you 24000 for just one category) it might more-or-less round out better across the board.
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I've still got hit, and got hits, through pallet stuns, so no it's not instant, there's still a window where both can go through.
