Seraphor
Seraphor
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Definitely seems to be the least profitable event in terms of bloodpoints...
And to top it off bloody party streamers don't work?
Fix BPS.
Change the Blood Seeker tiers to +100%/200%/300%/400%.
Increase the scores of interacting with blood fountains.
Then it might actually live up to it's name?
Otherwise calling this the "blood moon" event is like having xmas in July.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671352#Comment_3671352
Yes, I am very inconvenienced when Jigsaw Boxes spawn inside lockers, and Sadako TVs spawn inside generators, and I can't put Xenomorph turrets anywhere because the corridors are too cramped or cluttered.
It is extremely inconvenient when I cannot play the game properly due to poor dev design.
Bugs need to be fixed, but that's not why people don't like this map.
They don't like it because "indoors" and "corridors". But many killers excel in those circumstances, and those complaints are completely dismissing stealth killers.
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Nah, I always have a blast on Hawkins.
Apart of the bugged jigsaw box placement, it's fine.
This player base has a serious "everything that inconveniences me is awful" problem.
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She might not be utterly broken anymore, but as long as the most optimal drone placement is 'right next to a gen', she's gonna continue to be irritating to go against.
She doesn't need to be able to kick gens indefinitely, simply running straight back to the gen the moment her drone is interacted with is enough.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670564#Comment_3670564
And I said, that I support that?
You said if they were just supposed to be slowdown they wouldn't kill.
I'm saying in order to be effective slowdown they need the threat of death.
You don't solve the Lament Configuration because it makes you quicker, you solve it because if you don't, you will most likely die.
You don't set up Flame Turrets because it helps you repair gens, but because they help you survive.
Good slowdown requires incentive to survive.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670048#Comment_3670048
You are either ignorant to listen or just didnt inform yourself.
We suggested to make her healthier by deleting the scream builds.
We want to make unhealthy gameplay disappear. Playing around traps is the pigs normal gameplay. Shes not a chaser. Never has been. It just has to be balanced properly.
If the traps are just supposed top be slowdown, then the only effect they should have is " au survivor with an active trap cannot interact with a generator". This however is not the case. It can kill. This should remain that way.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670128#Comment_3670128
Howver, they can also kill survivors. So they are not only supposed to be sloowdown. They can result in kills. The pigs chase is not good. Never has been. In the feedback, we provided video material and lots of examples of why these buffs will NOT make her chase improve much against halfway decent survivors.
The Pig can kill survivors with traps. Otherwise, just make the traps that survivors cannot interact with gens. Then its truly only slowdown. As long as they can kill however, people will play around it and have every right to do so.
The threat of death is what makes traps slowdown. You cannot escape a trial with an active trap, you have to remove it. It is essential that every trapped survivor removes their trap.
Traps that simply prevent repairs would be useless. The trapped survivor just needs to do anything else while their team mates repair gens. One more more trapped survivors can get away with ignoring it completely.
The trapped survivor is the survivor the killer doesn't want to harrass, but then the trapped survivor becomes the survivor who wants to harrass the killer.
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Pig mains weeping at the prospect of losing Roar spam while non-Pig mains want to marginally improve Ambush only at top MMR so that they will occasionally play Pig. 😢
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@MikaelaWantsYourBoon said:
We need another option, this map is sucks for both sides. So i voted to balanced but that does not mean it really does. Because houses are so busted and road is dead zone.
Terrible map.
I think the most logical fix is to:
1. Fix it so only 2 houses plus Myers house can spawn. One 2-story house and one basement house similar to Springwoood.
2. Narrow the road so it's both less of a deadzone, and less of a trek to patrol from one side to the other.
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For a map that has 5 variants they all seeem to be very survivor sided.
At least 2 of the 5 should be reduced in size to favour killers more. (My vote would be rotating a houses in each IV and V to enable you to shorten the map length by one tile)
When the basement spawns in the killer shack, there should be a hook in the school basement where the basement entrance would be.
Reduce the amount of fence coverage, shortening or removing certain fences/hedges.
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@Nazzzak said:
My understanding regarding "crutch" perks is to simply ask yourself: would I be able to play to the same success if I used something different? If the answer is no, then your perks are probably crutches. That goes for everyone btw. It's the reason I change my builds up frequently and never stick to the same perks for too long. I want to naturally get better.
The whole point of perks is to improve your abilities and increase your chance of success.
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In my experience, people who play conventionally 'weak' killers like to play them. They tend to play well, they utilise their power properly, go for hooks over kills, and play to have fun.
While people who play conventionally 'strong' killers tend to play to win, they camp, tunnel, slug for the 4K, etc.
It's a generalisation, but it's never been so apparent as it has with the Billy buff. I've had tunnellers galore, I've been slugged for 4 minutes, and I've had the other survivor kept alive until they led the killer to me to end the game. All Billy.
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There are a lot of 'conventions' from the early days of DbD that simply aren't true any more. The community is too big and disparate for the players to agree on 'etiquette'.
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I just wish I didn't have to spend upwards of 500,000 BP to get one add on and one viable map offering to play him.
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Seems like a waste of feedback opportunity to choose 3 of the most balanced maps.
None of these need any further changes.
Please look at Swamp, Badham, Coldwind and Garden of Joy.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662158#Comment_3662158
I mean it should be fairly obvious that the addons on many killers are either trash, focus some random stuff and not the main power or are super situational and what not... Think about Demo, he has like 4 addons that affect his main power, the shred, and every single other addon is about the portals.
And how many Xeno add ons are about Flame Turrets?
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@Caiman said:
Most of the videos I've seen from killer mains have been "Ambush buffs are great and I don't care about the RBTs" and they're mostly from people who never played Pig to begin with.
And when it's from people who do play Pig our opinions don't count.
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I always considered Distortion to be fine before it was buffed to regenerate tokens. Sure it meant it ran out and became an empty slot, but in the process of using it you learned exactly what aura perks a killer did or didn't have (well, up to 3). That's valuable info and it serves you throughout the game, you learn a killer has BBQ so you preemptively hide in a locker before the next hook, or you learn a killer doesn't have Nurses Calling so you finish up your healing even in the TR, etc.
I think some of that higher level of play has been lost with easily regenerated tokens. I know I think a lot less about how the killer can see me when I run Distortion and just focus on making sure I have at least 1 token as much as I can. It's a lot less to think about.
I think the regeneration could be reworked to be a bit more measured but still accessible. Either:
1. Tokens only regenerate in chase, not just in the TR. This makes it a little fairer verses Undetectable killers, and it feels more "earned" as you need an at least sonewhat decent chase to regain them. You're trading killer engagement at one moment for stealth to evade the killer at another later time.
2. Tokens don't regenerate, but they are fully replenished after each hook. This similarly trades engagement for stealth, but not so contingent to maintaining long chases, and it kinda serves as a light anti-tunnel perk too.
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@TerraEsram said:
Can we talk about this one?
https://us.v-cdn.net/6030815/uploads/5O2PKW0C6XA1/image.png
Some glyph challenge don't need to throw a game for "nothing"
But this one, I swear to god, I'm gonna hate playing deathslinger
Nurses Calling on Coldwind is your best bet without throwing or 'farming'.
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@Pirscher said:
@OneAutumnLeaf Let's be frank - if you can't find, track or kill a survivor without the helping hand of an aura read, then you are not a very good killer. Back in the day this aura reading stuff barely existed and we all managed to learn killer
And if you can't slow a game down without slowdown perks you're a bad killer. And if you can't end a chase without chase perks you're a bad killer. Basically if you have to use any perks you're a bad killer.
It's almost as if your opponents are actively trying to hamper your efforts and using their own skill against you, and you're supposed to use perks to give you an edge over them in certain aspects of the game.
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@Marioneo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661136#Comment_3661136
i forgot xenomorph existed so i never tested him lol but seeing how this effects every killer with a side objective im gonna assume yes
I wonder if it stops you emerging from the blocked tunnel. Or if you get stuck halfway out.
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@Exxodus21 said:
No. You can do glyph challenges as part of normal gameplay. If you're having to throw to complete them you're doing something very wrong.
Same goes for every challenge.
If you feel you have to throw a game to complete the challenge, that means you value the challenge over the game and aren't respecting the fact that it is supposed to be a 'challenge' to complete it.
When I have a White Glyph challenge for example, I won't even attempt it unless I'm reasonably sure I'll be able to escape (not passing up the bonus BP). If it takes me 10 games until I can do that so be it, better than screwing than the game and scoring less, plus missing out on the escape bonus.
Some of the most aggravating challenges like "unhook someone who unhooked you" can also seem like you have to throw, but only if you're trying to guarantee it in one game. Have the challenge equipped and you'll probably complete it naturally in about 4-5 games.
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@bjorksnas said:
I only know of 2 ways that progress might rollback, when entering a lobby and buying something in the bloodweb sometimes its refunded and reset to what it was before joining the lobby, but since bloodwebs are pre generated you won't lose out on anything that would be in the new bloodweb
and going back from the ptb to live servers carries over no progress, since the ptb just went down today as it always goes down to on the monday after if you were on the ptb you got updated back to live servers
other than that I have no idea
No PTB here.
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Most players don't actually want challenges, they was a "Free Bloodpoints" button.
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Info perks are generally underrated, with the exception of Windows and Kindred which I'd argue are marginally overrated.
But Deja Vu and Empathy would be my top picks due to the relevance of the info they provide. They show you the gens you need to focus on early on, and precise info on where a chased survivor is and where they're about to go down, indirectly giving you the killers location too.
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@Xernoton said:
Huntress Lullaby. I swear, you'd be surprised how many times even survivors with thousands of hours still fail skill checks with this perk.
I've been seeing this more and more lately, and yeah for my friends, who are a mix of skill levels, it ends up being as important to cleanse as Ruin.
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This shouldn't really be a question. Commodious should probably be nerfed to 24 charges so that Engineer's is the clear winner, being a rarity higher.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660132#Comment_3660132
No, we don't since DBD doesn't even support keyboards on console.
@topic
You do not want EGC on Console. It's already toxic enough without it.
Console chat is 100% more wholesome than the ingame chat.
Probably because the toxic players disable it. I've found if a fellow PlayStation player has their messages open, they're almost never negative and it's GG's and great banter all-round.
Although the threat of losing your entire PSN account if moderated, rather than just a single game, could be a factor there.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660332#Comment_3660332
I doubt that, I imagine most players will write it off as a bad perk because it only works in the basement, which will require travel time and evading the killer to reach. Most will just bring medkits as usual.
A lot of players already go to the basement to look for medkits to heal.
It might not be efficient but it works well enough outside of top MMR that the behaviour is reinforced.
It's probably going to be on par with Selfcare.
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@YamamuraVideoRentals said:
It's powerful, but your only real chance at escaping when all your team is dead is hatch. If the killer finds hatch first, gg.
Exit gates are often more reliable than hatch, and waiting by an exit for the killer to find and close the hatch works out better. Which is obviously impossible with NWO.
This is often the only way to escape in solo queue.
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@SuperCop said:
Just had an idea. As someone mentioned above, there's fear blocking hooks or something would encourage abuse from toxic teams. But, the game can detect when players take protection hits, right? Can't that be worked into it?
Like a few conditions take protection away.
1. Another survivor has been hooked.
2. Unhooked survivor takes protection hit.
3. A timer. Though I'm not sure how long that timer should be.
Unhooked survivor takes protection hit.
But the unhooked survivor getting hit immediately will always be a protection hit.
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You already get 2 free DCs a day. 60 seconds is nothing.
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Agreed. It makes it impossible to escape as the last survivor (tip there for those 4K sluggers).
Strangely I tend to see it most with killers that do a 180 and decide to start farming, then we're just stood there awkwardly waiting for NWO to expire, and sometimes means we die to the EGC instead.
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Any punishment for one side, particularly something so extreme as 'making a hook impossible to make', is something that can be weaponised by the other side.
The only outcome to this would be that unhooked survivors intentionally bodyblock, twice (endurance) to ensure their friends escape, and/or they get slugged instead of immediately tunneled, but ultimately still prioritised for elimination.
As others have said, as long as tunneling remains a superior strategy, the only real answer to to make tunneling less effective and spreading hooks more effective, at acheiving the killers goal.
One way of doing that could be adjust gen speeds to scale with number of survivors/number of gens:
- Each survivor eliminated increases repair speeds by 10%.
- Each gen completed reduces repair speeds by 5%.
This makes eliminating survivors less appealing because it will enhance genrushing, and vice versa.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659822#Comment_3659822
I think, the only time, it beccomes problematic is when 4 luck offerings and more then 3 slippery meat and up the ante are in play. Almost a 70 - 80% rate for a free unhook is not "nice" to play against. There is a reason of why deliverance has a huge requirement.
You can easily play around it when you know it's in play, and you will.
I've gone against this build and it's just been down after down because everyone is eager to use their slippery meat chances.
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@TheArbiter said:
I just don't see how viable it would be for console players unless they plugged in a keyboard as by the time they type something everybody has probably left
Some of us do have keyboards for other games. It's not that uncommon.
But the reality is likely that more people using chat = more reports and more moderation workload.
Meanwhile console chat can be policed by Sony/Microsoft themselves.
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- Teammate on a second hook and they got themselves off with only the yellow perk "Lithe" on. That's not possible, or shouldn't be - yet I watched it happen. More than once.
If the killer was camping, then yes this is possible.
- Killer able to find every single one one of within a two minute period - no perks on. (They have been able to go across a map and grab someone else within seconds - again - no perks.) Should also not be possible and I have seen this more than one.
It sounds unlikely but it's not impossible they just used good map sense combined with a bit of luck, and good headphones. This is slightly sus though, but having not seen it myself, I can't say.
It's also possible you got the "no perks displayed on scoreboard" bug.
- Teammate absolutely missing the skill checks by a mile and nothing happening with only "Lithe and Sprint burst" Both green.
How do you know they were missing skillchecks if nothing was happening?
If you're spectating them, skillchecks almost never match up to what the player actually sees, the slightest bit of latency and it will look like every other survivor is missing all their skillchecks.
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Can killers get a perk that ignores Distortion or makes survivors scream even if they have Calm Spirit?
What about "attacks bypass the Endurance effect"?
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The math looks bad (and it is), but realistically you don't need 684 hours before you start making builds.
A little research about what perks do and you can easily rule out about a third of perks that are directly superceded by others, or just plain useless, which probably rules out about a quarter of characters of a given role. (You won't want to buy them all right away anyway)
Then you can opportunisticly buy perks from the shrine which should cover a couple more characters.
Besides, you'll want goals to keep you interested for the long term.
Even so, newbies should get more of a leg up. I think the first 100 hours or so should come with a +100% BP New Player bonus.
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Another similarly nasty build I've run on Dredge before is:
Make Your Choice
Friends til the End
Scourge: Floods of Rage
You could add Haunted Grounds as the fourth perk for a chance at a quick first down, then you just yo-yo between exposed players after each hook/unhook.
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I think I just played against a Knight with this exact build.
Considering Haunted Grounds popped in about 30 seconds followed by 2 downs, yes we may as well have spawned in dead.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659330#Comment_3659330
Again, this is the distinction between 'fundamental' and 'possible'.
You've simply opted for one arbitrary factor that you declare to be the win condition, which is an extremely reductive position that annihilates all context.
If you ask ANYONE ELSE, they will tell you that, fundamentally, the survivors have to work together. The game simply doesn't work without that. Just because you CAN doesn't mean that it's a FUNDAMENTAL part of the game.
Please pay attention to the argument that's being made and don't try to change the meaning of words to suit your argument.
"Fundamental" pertains to the core mechanics of the game, not the perceived and subjective experiences of survivors working together because it suits them better.
If we go by what you've just said, that teamwork is how the game fundamentally has to acknowledge win rates, then you have to by definition consider it a "team win" when one survivor is killed but three escape. A 1K is a 100% win for all four survivors, because they are a team.
That is not true.
If you in particular want to consider it a win even when you die, that is your entirely subjective prerogative. But that is not in any way a viable way of determining winrates.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654281#Comment_3654281
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654284#Comment_3654284
I can’t answer why they’ve decided on a 60/40 split beyond it somehow creates a near 50/50 win rate. And don’t ask me to explain how that works (I believe it has something to do with the game being a [1v1v1v1] v 1). Frankly, I don’t think it’s a good strategy. It killed games like Death Garden, VH1, Evolve, Evil Dead, and other asymmetrical games. But I’m sure the devs have a reason I just can’t see.
The reason it was present in each of those asymmetrical games, is because it is an inherent property of asymmetrical games that win rate does not equal kill rate.
You're mistaking correlation for causation. Just becsuse "all asym games have an unbalanced kill rate, doesn't mean that's the reason why "all asym games besides DbD have died".
It may however be a factor that "asym games are less appealing because they're inherently imbalanced".
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659325#Comment_3659325
None of that has anything to do with what I said. You're creating strawman arguments.
To quote:
It's not a team game at it's fundamental level.
And it's not. This is like talking to a brick wall.
Survivors are four individuals, playing within the same shared environment.
They win or lose as individuals, not as a team. They can help each other out of altruism, they can further a shared objective (which is not their only option) but they are ultimately out for themselves.
Therefore it is not a team game at it's most fundamental level.
Teamwork is an emergent phenomenon, a potential stategy, not a core requisite. This is what "fundamental" means.
I cannot make this any simpler.
I did not say this is not a team game "at all". It IS a team game; if you want to optimise your chances of escape, if you want to optimise your score, if you are playing with friends and you're invested in their success. But that is not "the fundamental level", as it pertains to kill/win rates.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659318#Comment_3659318
Was the game fundamentally built to have the survivors not do gens, not heal one another, not unhook one another, and just fish for hatch/EGC gates?
Yes or no?
None of that has anything to do with what I said. You're creating strawman arguments.
Answer my questions first.
Survivors win or lose as individuals. Yes or no?
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659307#Comment_3659307
No, it's where you weren't paying attention to what was being said.
I was pointing that you can open the exits as a sole survivor. Is this not true?
Survivors win or lose individually, not as a team.
If you queue up as a solo survivor, and you get killed. It doesn't matter if the other survivors escape. You lost.
Is this false?
If I get tunneled out at 5 gens, but the other three manage to get out. Do I have to accept that I actually "won as a team"?
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659295#Comment_3659295
And yes, it is a team game. You can’t escape without the help of your teammates no matter how well or selfishly you play. You are reliant on your teammates to either do gens or take agro, if they fail to do either, you will quite literally never “win” by MMRs definition. Sure, you can get hatch but that’s a draw according to MMR, you’ll never win in this regard by yourself.
This is what was stated.
You responded with
You absolutely can. You can easily open the exits and escape without your teammates. If you can't imagine how this is possible you can't be a very experienced survivor.
By which you mean that you can absolutely win, outside of a hatch play, as a solo survivor, without any actual teammates being present in the game.
This is all in response to your claim that
It's not a team game at it's fundamental level.
Counterpoint: It absolutely and obviously is. It is designed from the ground up with the intent of having survivors work together.
By which you mean that you can absolutely win, outside of a hatch play, as a solo survivor, without any actual teammates being present in the game.
Thanks for telling me exactly what I meant, despite me never saying it. That is where you moved the goalposts.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659288#Comment_3659288
I don't think I'm the one moving the goalposts, because you went from 'fundamental level' to 'it is technically possible'.
Read back again. Is teamwork essential, or is it an option? Each individual survivor is playing for their own escape, with the option to work together to potentially improve those odds. That is the fundamental level. You don't receive a team score, you receive an individual ecore.
You moved the goalposts when you tried to imply I was claiming that the game as a single 1v1 was an even match.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659278#Comment_3659278
Or you can leave your teammates to die after the gens are done, by them
In other words: When they help you.
They still exist yes, we're talking about teamwork. Four individual survivors playing selfishly and not as a team can, per survivor, still escape. You can use the other survivors in the match as tools, as fodder, to ensure your own survival. That's not teamwork.
Don't move the goalposts.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659274#Comment_3659274
You absolutely can. You can easily open the exits and escape without your teammates. If you can't imagine how this is possible you can't be a very experienced survivor.
You are not legitimately suggesting that if you loaded into a trial, on your own, you could do all five generators and leave through the gates.
Alone.
You can open the exits after the hatch is closed. Or you can leave your teammates to die after the gens are done, by them. You can hide in a corner and never help them out, and escape through an exit.
There are even perks to help this play style specifically.