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Seraphor

Seraphor

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Seraphor
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  • They could always kill themselves. Nothing in the name Killer says they're supposed to kill the Survivors. In fact it's obvious he Survivors are who they're NOT supposed to kill.

  • The only way to combat any of these 'undesirable' killer behaviours, is to create killer perks that discourage them by way of it being more beneficial to not do them.

    A perk that rewards the killer for not slugging, camping or tunnelling, however will ultimately end up being the bane of survivors anyway, because anything that rewards the killer is a penalty for the survivor. Survivors hate BBQ & Chilli, and Devour Hope despite them being the healthiest anti-camp perks in the game.

  • Yeah, killers shouldn't be able to Slug, Camp, Tunnel or Kill survivors. They're called Survivors, they're meant to Survive!

  • @deckyr said:

    as a gay person i for one am super tired of companies making announcements about gay characters.

    1. my identity is not a marketing gimmick. it is not something to be packed up and sold to consumers.
    2. it takes away from the idea that people can just Be Gay. you know what would be great? if you just said that existing characters are gay. just pick a bunch of original survivors like claudette, meg, jeff, felix, ace, jane and then a bunch of original killers like nurse, hag, trapper, trickster, deathslinger, charlotte and just tell us they're lgbt in some way. like, wow! jeff is gay, and meg is ace, and felix is trans! why does it gotta be something i have to look forward to in "the future"? just give it to me now, you literally have the ability.
    3. i hate the idea of "every single character we've added so far is definitely cis and het, because we're making a big deal out of this next one not being cis and het. finally, for you homos out there, we're adding a new killer, The F-slur!" like okay. i doubt you'll be so tasteless as to actually name a killer that but you understand how it feels like that, right? am i getting it across?
    4. i'm so glad that i got confirmation that every single character is straight because you went out of your way to make sure that i'm hyper aware that the new guy is gay. whoever it is, you've circularly confirmed all existing characters as definitely straight, because you didn't sell them to me as a gay product to consume, so they're just not.

    my conclusion is in point 2 - you already have characters, just tell me some of them are lgbt already. queer people just exist and you have every ability to just make some of these existing characters lgbt so just, do it already. don't make me wait, don't hype up the fact that people like me exist, don't market me to consumers, just tell me you support me and approve of me by making characters that are queer like me.

    why do i have to wait?

    This is why I think they're hesitant to add in an overtly LGBT character, because it really is a minefield of implications for existing characters.

    However, retroactively adjusting in game lore isn't an attractive prospect either, so if they are to include LGBT in the future... it would probably be best as an off-hand or subtle remark within a characters lore section. No stereotypical design choices, nothing too obvious that confirms that all existing characters are cis/het, just something that shows the new character isn't. Can still then believe that Nea or Felix are gay if you want then.

  • @Luciferr_2nd said:

    My bet is Leon, Claire and Mr X

    All from the same game, RE2 remake which is their most popular game in past few years.

    They are classic characters and they fit

    Chris, Jill and Nemesis legendary skins for them.

    I'd probably prefer it the other way, Chris and Jill with Nemesis as the characters, with legendary skins for Leon, Claire, Mr X, plus buff Chris and blonde Jill from 5.

    So this as base with some individual options for head/chest/legs...

    Untitled Image

    Then these are full body skins:

    Untitled Image Untitled Image


  • When just starting the game, people cant hit them for #########. It took me about 2 weeks to get the hang of it. So yeah, while it's a low skill ceiling, there's some skill involved.

  • I think the 'map' from the trailer is a mock up, but if anything it most closely resembles Shelter Woods.

    Everything else is a good idea though, just don't think the location has any significance.

  • I'd say one rocket launcher spawns on the map at a time, opposite Nemesis at the farthest point. He has to go and pick it up. While carrying it, movement speed is reduced to 105%. Once used (as TWiXT suggested) it's dropped and you have to wait 90 seconds for another one to spawn, always at the farthest side of the map from where Nemesis currently is.

    If a survivor finds the launcher, they can sabotage it. Takes as long as cleansing a totem, and it then despawns and you have to wait 30 seconds for it to respawn again.

  • @chargernick85 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2142253#Comment_2142253

    That's the part that really stinks. load into lobby, 4 flashlights, Oh snap I'm on my recently prestiged clown who don't have lightborn/franklins let me switch to a killer who has it oh wait can't because of MMR that we still don't have.

    If you're playing a killer that doesn't have certain perks, you've signed up to use that killer, so you put up with what you've got.

    You'll never be able to change killer in the lobby. All you can do if you feel you have to is dodge that lobby. Killer queues are quick enough as it is.

  • What if you want to slow vault?

  • Nah, definitely not.

    Make him 115% and he's just a M1 killer with a useless power. Why would you even bother using his knives?

    His power need to be good enough to warrant his 110% speed, or it's pointless.


    What needs to change is:

    1. Lacerations don't decay when in a chase.
    2. Each laceration slows the survivor by 1%. With the maximum of 7 lacerations slowing by 7%. This makes up the speed difference by rewarding his power. Which allows you to catch up to them, giving more opportunity to hit more knives, or to close the gap and M1.
  • @ShinobuSK said:

    Its probably not on right now. But who knows, they used to turn it on and off randomly before without saying anything.

    The average matchmaking experience in this game is just so bad, to know what is on and what is not

    Nah it's not and never was. It's only on when they say it is.

    You get a lot of people claiming "oh yeah it's definitely on I can just tell", but that's just the matchmaking being as janky as always.

    An easy way to tell if MMR is on is to play as a killer you haven't played before. If it takes 30 minutes and slowly pairs you with rank 20s, then it's on. If you go against anyone over rank 16, nah.

  • @eternalbeat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2141876#Comment_2141876

    His "stealth mode" is almost utterly useless. Nobody uses it except they are forced to, to get to tier 2 which is when he can actually start playing it. Unless you're doing some kind of tier1 only myers game which is troll af and not a serious strategy.

    Who doesn't love Jump Scare Myers? It's honestly the most interesting and fun build in the game. It's the only time I get my friends to actually scream in KYF.

  • No.

    It's a test build on a dedicated server. It would essentially be an entirely different game that would need adding to the PSN/Microsoft store, which would take approval, etc. There may also be fees involved.

    It's not worth doing for a test build that's only up for a week.

  • Killers earn more bloodpoints than survivors.

    Killers also don't need to buy an item for every match either.


    Also your argument doesn't match with my experience.

    I only play a handful of killers, because a lot of them don' appeal to be mechanically. I'll never play Nurse or Blight on console, I don't like Clown or the Twins, and I suck so bad at Huntress/Deathslinger/Trickster that I doubt I'll play those much. Chainsaw mechanics irritate me so Billy and Bubba are out, and I just find Trapper boring. If I get a daily ritual for any of those, I'm binning it.

    Meanwhile, because all survivors are virtually the same, I'll play whichever one I have a challenge/ritual for, or whoever has the most items/offerings to spare.

  • Ghost Face does exactly this, but for one survivor at a time.

    Removing Tier I would just make Myers an AoE Ghost Face.

  • @PGJSF said:

    I think Spirit is complete BS since her release and I agree she needs big nerfs but I disagree with many of your points; I will explain why and how.

    1. By making her glass visibly doing something different when she phase you completely kill her mindgames at pallets.
    2. By increasing her cooldown when not in a chase you decrease her map presence; she needs that because when not using her power she is too slow.
    3. This is what needs to happen, I’ll explain more on bottom.
    4. By doing this (and n.2 also) you’re making Spirit weaker out of chases and MORE powerful in a chase. The last thing Spirit needs is more chase potential.
    5. By this you contradicted your previous point. Why make her more powerful in a chase, let her see blood and scratchmarks and then remove sound cues? Core mechanics should be equal to every killer so sounds for Spirit should be the same as the others.
    6. I don’t think the problem is her addons. They have been reworked and almost nothing changed, the problem is her base kit.

    About point .3

    Spirit is the only killer in the entire game who is capable of closing long distances fast without any form or stun/animation after doing so.

    Long-range projectile killers (Huntress, Plague, Slinger, Trickster) and closing-gap killers (meaning they can close distance during a chase - Wraith, Billy, Nurse, Pig, Legion, Demogorgon, Oni, PyramidHead, Blight and Twins) all have a stun/animation during which they can’t attack you if they miss the first attempt. The only exception being Clown, but not so much: firstly his ranged doesnt do damage and secondly he needs to reload bottles. Every killer has some form of slowdown after using their power, something that blocks them from immediately hit you, BUT NOT THE SPIRIT. If you “win” a mindgame against the Spirit you will have gained minimum distance and she’ll be in melee reach after a few seconds. And honestly this is where her problem lies. Make the phase walk easier to use, yes, but stun her if she misses.

    TLDR: Spirit is the only killer in the entire game that doesn’t get stunned after closing a big distance and MISSING a basic attack and that’s where the problem is.

    You've picked up on the right aspect to nerf, but I still think this would be too overbearing.

    Spirit is designed to use her phasing in short bursts, and periodically come out of phase to get her bearings. It is not meant purely to land a hit directly out of phase.

    Instead, retain the ability to exit out of short phases without any stun penalty, whereby you only get stunned if you swing and miss, no swing = no stun. But if you fully deplete the phase gauge, she goes into a desperation state, where unless you land a hit within the next 5 seconds, you get stunned for 5 seconds.

    This would discourage completely depleting her phase gauge, and lead to a higher skill ceiling whereby you try to learn to use 99% of the gauge.

  • @Baby_Victor said:

    Don’t question the magically free BP. We don’t want our Over-Lords to fix every tiny bug in this game. *nudge nudge wink wink*

    I logged out yesterday with over 100k bp and logged back in today with 62k.

    The game gives with one hand and takes with another.

  • Yeah definitely got Jake and Ace mixed up there.

  • BT is supposed to be anti-tunnel,

    If the person unhooked is trying to bodyblock you, they are forfeiting that anti-tunnel effect and saying "tunnel me".

    Wait the 15 seconds and then hit them.

    1. Rework Hexes. Each killer has a fifth dedicated Hex perk slot, so every match will come with just one Hex. Rework the perks themselves to scale with the number of totems in a match so that all totems are effectively hex totems, e.g. NOED gives you a free insta-down for each active totem, Ruin regresses gens by 50% for each active totem, etc. Throw in a totem counter for both Survivors and Killers. This would turn totems and Hexes into a complete second objective.
    2. Give solo survivors more coordination tools. Thinks like being able to 'ping' the location of other survivors on a cooldown, and view each others perks in the lobby/match details in game. Also a button to display preset messages like "killer is here" and "coast is clear" that appear by your portrait.
    3. Have each successive level of Prestige only roll perks back by one tier. So P1 sets all perks back to Tier I, P2 rolls back as far as Tier II, etc. Then have P3 grant the rare possibility of giving you Tier IV perks for just that characters own perks. So Nancy and only Nancy could learn Inner Strength Tier IV which requires 1 less second in a locker, etc.
  • Considering that it's almost entirely all written lore, and not displayed through other things like cinematics or even cosmetics and map features (because we haven't had new maps in a long time) yeah, I'd say there's a point where it gets to be too much, and we're about there now.

  • Can't 'punish' camping, because sometimes it's a viable strategy.

    Best they can do is make strong perks that incentivise not camping. Devour Hope is one of them, but a decent gen defence perk that worked similarly would be amazing.

  • Yep, it's common for killers to rank up too quickly, then have difficulty getting back down to the rank they feel they should be at.

    It's because there's a sudden leap in player skill around the purple/red ranks, which changes the game from being killer sided, to survivor sided.

    You won't do well in red ranks unless you play a strong killer (Trapper isn't one of them) and take a lot of gen defence perks (which you don't have there).

    I am generalising of course, but statistically speaking, you'll be facing better survivors at that rank who know how to play with killers.

    The perks you have on are widely regarded as 'crutch perks'. Bitter Murmur aids you when you fail (a gen pops), NOED is a back up for when you really fail (all gens are done), Agitation shouldn't be necessary most of the time, and Deer Stalker is for when you lose a downed survivor which also shouldn't really happen. They all scream "I am having trouble" so yeah, you definitely shouldn't be at rank 5 yet.

    If you're happy losing a lot of games, just power through and take it as an opportunity to learn and get better. Otherwise you can try to de-rank. Your best strategy to win games at that level is to try to use the basement as much as possible, but if you want to translate over to other killers then you can't rely on the basement all the time.

  • @Progamer888 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2127183#Comment_2127183

    I mean, some of this changes will kill trapper even more, the glass bead add on its the one that make you point things to all your team with a beacon of light, right?

    Yep.

    SWF can say "there's a trap (here)" over comms.

    Solo should be able to use things like Glass Bead more often for a similar effect. I wouldn't say base kit, but it's wasted being such a niche add-on for maps that rarely get used as it is. At least by making it default for all maps, you don't need to worry about it as an add-on.

  • If a survivor tries to heal you, they probably NEED to heal you. They have a challenge to heal, or they're looking for altruism bloodpoints. They also likely have perks that assist in healing others, and so to make use of those perks they should be healing other survivors.

    Unless you're going against Plague, or a killer who is very likely going to Expose you, then you have no reason to stay injured. You might have Resilience and Dead Hard, those are second chance perks. You will still have Resilience and Dead Hard after you get injured next time, but in the mean time, being at full health gives you another health state, increasing your survival chances, and improving the whole teams chance to escape.

    You wanted to stay injured against a Spirit? Do... you even play this game? The only good counter to Spirit is NOT being injured.

  • 1) Blight/Felix

    2) Started maining Feng, ended up maining Felix/Jake.

    3) Started maining Freddy, now prefer Doctor. Bridged kinda by Spirit who I liked at first and still often play.

  • At a low-mid skill level, the game is very killer sided, because the killer has the overt tools to pressure survivors off of their objectives, and has no obstacles to completing their killer objectives. Survivors are crippled by doubt, as any action they make could result in a game over for them, while the killer has nothing to threaten them at all.

    At a higher skill level, the games nuances come into play. Effective looping, special techniques, and a skilled team of survivors, who are also coordinating with each other, can get around most of the things the killer throws at them. Meanwhile the killer is working solo, can only be in one place at a time, and doesn't offer 4 times the amount of pressure or objective progress as one survivor. High skilled survivors can work around all of the killers tools, leaving the killer more or less harmless, unless the survivors make a mistake.

    While its still the killer who is driving the game forward, survivors at a higher level realise that it is their actions that dictate what the killer can do at any given time. Survivors ARE the killers objective, so whatever the survivors do, is what the killer has to deal with. Killer can do nothing without survivors, but survivors without a killer can just hit gens and escape.


    The fact that low-mid skill favours killer while high skill favours survivor, is what allows most killers to shoot right up to red ranks far too early, and also inflates the kill scores.

  • Animations: We have added blinking to survivor animations.

    Known issues: A new bug whereby toolboxes now regress generators instead of repairing them has been discovered.

  • @Baby_Victor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2137432#Comment_2137432

    Well stop it. We barely get any points and half of the survivors are just fishing for WGLF stacks or at-bag session.

    nobody feels good about the pity hit and your wasting everyone’s time~

    Nah. As both killer and survivor, I want as many points as possible. So a free hit as killer or some more chase/escape points as survivor is appreciated.

  • Yeah never a chapter, but it would be cool to get Scooby Doo inspired skins.

    @ItzZane_ said:

    Fred for felix

    Daphne for kate

    Velma for feng

    Shaggy for dwight/jake

    But i highly doubt it, Plus it's a kids show

    Like this.

  • There's enough of a grind without prestiging.

    I'll never prestige because it's just cosmetic, but if there was something I already have that was later retrofitted into the prestige system, effectively taking it away unless I prestige... sure, prestiging would be more "worth it", but I'd be furious.

    Prestiging should reduce the grind, not increase it. Also, pretiging a character should benefit that character. No one wants to have to prestige every character they're NOT going to play, just to get tier III teachables on their one main character.


    If you wanted to make prestiging worth it, Id do something like this:

    P1: You don't lose all your perks, instead they all revert back to tier I.

    P2: You don't lose all your perks, instead they revert back to tier II or stay at tier I/II.

    P3: You don't lose any perks. Instead, you get a small chance of drawing tier IV perks for that characters own teachables.

    e.g. Nancy:

    Better Together: ...you see the Auras of all other Survivors for 8/9/10/11 seconds.

    Fixated: You walk 10/15/20/22 % faster...

    Inner Strength: ...healed 1 Health State when hiding inside a Locker for 10/9/8/7 seconds...

    Laurie:

    Sole Survivor: Each Token grants a stack-able radius of 20/22/24/26 metres within which the Killer is unable to read your Aura up to a maximum of 60/66/72/76 metres.

    Object of Obsession: Action speeds in Repairing, Healing, and Cleansing are increased by 2/4/6/7 %.

    Decisive Strike: ...Decisive Strike activates for the next 40/50/60/65 seconds:

  • That's 8 hooks by my count. Mori's and RBT's and the like don't count as a sacrifice. (EDIT: did I imagine the '9 hooks' or did you edit your title? lol)

    It sucks, but many killer adepts require you to not use their power.

  • Any low mobility killer. So if they don't have a dash, or a teleport, they can't pressure gens as effectively and if they're engaged on one side of the map, survivors on the other side are free to commit to gens without any worries.

  • @Dragonshensi said:

    I wish survivors would act like They were afraid of me. In high ranks the survivors will just do gens or heal right in your face. Can’t tell you how many times I hit someone doing a gen, they get right back on it and don’t even care. It’s infuriating

    This.

    It's got to a point where survivors seem to feel entitled to achieving 2 hook states and several second chances, and get pissed when they die on first hook or get their second chance countered. Like, that's always a possibility and if you played safer it wouldn't happen.

  • @[Deleted User] said:

    The problem with a perk like this is that Ghostface and Myers powers revolve all around this status effect. It would basically negate their powers.

    Ghost Face can work better without Exposing, and Myers has add-ons that stop hi getting to Tier III, which are pretty powerful. So I wouldn't say they're powerless without the Exposed status.


    One possibility for an anti-exposed perk could be something like:

    Once per trial, if you are exposed and healthy, the first hit that would put you in the dying state will instead injure and give you the deep wound status.

    Not quite a powerful as an endurance, as it's only for a single hit. Could even get a token system for safe unhooked instead of being once per trial.

  • You want to make the grind... worse?

  • @Lord_Tony said:

    https://forum.deadbydaylight.com/en/discussion/comment/2133837#Comment_2133837

    once you get to red you'll always come across SWF with excellent communication

    Have done thanks. Red Ranks aren't the majority of the game, and SWFs aren't the majority of Red Rank games.

  • People have it in their minds that because SWF are able to communicate, they therefore can see out of each others eyes at all times.

    This isn't the case most of the time. Communication is as much of a skill as playing the game itself, and most SWFs are simply friends having fun together, not tryhards trying to optimise strategies.

    People regularly like to make judgements based on vary little or unsubstatial information. "Oh they were rescued right when I wasn't looking they must be a SWF" "they're clearly working together, I can tell by their movement", etc. This leads to badly informed confirmation bias, to which point killers come away from every match they struggled in completely convinced that they faced a SWF, and every match they did well in completely discounting the possibility that it was a SWF.

    In my experience, most players actually play more efficiently and with more focus when they play solo. And it's when I've been playing solo that I get accused of being in a SWF the most.

    That's not to say there aren't some super effective, tryhard SWFs out there, who do have their communication down to an art and use it to its full effect, but I'm pretty sure they're a minority.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2130526#Comment_2130526

    "1) If you're chasing someone around a gen you just kicked, you kicked the gen at a bad time." Just like touching a gen mid-chase is touching a gen at a bad time, so why not punish that survivor by regressing that gen faster?

    "If you're chasing someone around a gen you kicked a while ago, you still got good value out of that kick regardless of whether the gen was tapped." For you to get value out of that kicked gen, it would have needed to regress at least 15%, which means you would have needed to kick that generator 45 seconds ago. How long does it take 1 survivor to negate that regression? 12 seconds. 2 survivors can negate that regression in 7 seconds. So, that's 47 seconds of killer time that is negated in at least 12.2 seconds of survivor time. If the survivor cannot tap that gen, the longer they chase around that gen, the more it regresses and it would actively force the survivor to leave the area or lose their progress. But they can prevent that by tapping for 0.1 seconds.

    "If you take .5 seconds to stop, tap a gen, and get back on track in the loop, you're losing 2.3 meters on a 115% killer, which translates to almost 4 seconds of chase time." IF it took you 0.5 seconds to stop and tap a gen, which is false, it can be done as quickly as 0.1 seconds. Besides, that 4 seconds of chasetime, you can gain back by vaulting 1 window. And besides, if that gen is nearly finished, it would force the killer to either give up that generator to survivors or kick it. So if you tap a gen that's at 90%, you're pretty much either guaranteeing that gen to be finished, or force that killer to kick it, gaining you 13 seconds in chase.

    So lets compare: 1 action taking 0.2 seconds that loses you 4 seconds in chase at best and if the opponent punishes you, their punishment can instantly be negated vs 1 action taking 2 seconds that loses you 13 seconds in chase at least, and if your opponent punishes you, you are required to negate that punishment by taking 2 seconds. But lets compare it the other way around: If you have a survivor that is at 99% of being sacrificed, a survivor can tap them to prevent the sacrifice, force a hit, trigger BT and have the BT tank the hit for you. Safely escaping both of you. Taking you about 3 seconds to unhook(vs the 2 seconds of kicking) while the killer needs 4 seconds to gain a new hook at the very least. So we have 3 seconds vs 4 seconds on killer objective while 1 survivor is interrupting the killer objective with 2 teammates actively working on their own objective, while you have 0.2 seconds vs 2 seconds on the survivor objective, while the survivor nearby can actively prevent their objective from regressing, with 3 teammates actively working on objectives with no other killers being able to interrupt them. How can you still think gentapping is fine but 5% base regression on kicking a gen is too much?

    "It should generally lead to shorter chases...It's a calculated risk, just like kicking the gen the first place." EXCEPT THAT THE RISK IS NEARLY NON-EXISTENT FOR SURVIVORS. SERIOUSLY. I have played survivor for 1200 hours, I have played killer for 1200 hours. 90% of my chase time on either side has the survivor already being injured. Let alone that a lot of survivors use Dead Hard to extend a chase significantly. Dead Hard alone fully negates the risk for survivors tapping gens. The only way to actively punish gentapping is to have Pop and down the survivor who tapped the gen before survivors had time to finish that generator. So we have pressing E to fully negate the risk of gentapping, vs a full chase, a hook and walking all the way back to the gen that was being tapped to negate the time you would otherwise need to risk kicking the gen. THAT IS SIMPLY NOT EQUAL RISK. Since Gentapping has been in the game since the beginning, the only alteration is adding base regression rewarding the killer to invest 2 seconds of his time into regressing the generator with 4 seconds, punishing people gentapping while STILL losing 9 seconds of chase, while the survivor only loses 4 seconds in chase. SO EVEN WITH THE BUFF, SURVIVORS WOULD HAVE HALF THE RISK OF THE KILLER. Seriously, have you ever played killer at high ranks? Because you clearly have not, I mean, look at this, 4 ######### paragraphs just to address how wrong your first point is in logic.

    "2) If you decide to kick a gen instead of chasing a survivor and give them 8 meters of distance for free, you kicked the gen at a bad time. That's not a problem with the kick mechanic. That's the killer being an idiot." 13 meters* And even if it were 8, that same logic should apply to the SURVIVOR, who decided to touch the gen at a bad time. Either way, there is an issue here. Either survivors should no longer be able to tap gens, or killers need to get a base reward for kicking a gen. Because survivors only lose 4 meters if they suck at tapping gens, while killers lose 13 meters even if they optimized the distance by giving a hit, instantly kicking the gen and having the survivor run into a dead zone. AGAIN, 4 METERS LOST IF THE SURVIVOR IS BAD, 13 METERS LOST IF THE KILLER TIMED IT PERFECTLY.

    The other logic here would be to give survivors a basekit overcharge skillcheck if they were in chase, which would punish them with 10% if they miss. Either way, there is an issue.

    "One two-second kick can give the killer up to 80 seconds of passive regression time." Really, do I really have to put things in caps here just so that you will have an easier time reading why you are wrong here? IT TAKES 5 FULL MINUTES. AND THAT IS ASSUMING THAT ONLY 1 SURVIVOR IS ON THAT GEN. IF THERE IS 2 SURVIVORS, THAT'S AT MOST 44 SECONDS OF PASSIVE REGRESSION. 5 MINUTES FOR 100% OF ONE SIDE THAT CAN BE CANCELLED WITH 0.1 SECONDS OF 25% OF THE OPPOSING SIDE, VS 44 SECONDS FOR 50% OF THE OPPOSING SIDE THAT REQUIRES 2 SECONDS TO START PASSIVELY REGRESSING FROM 100% OF THE ONE SIDE. YOUR LOGIC DOES NOT APPLY.

    "Tapping a gen, on the other hand, does not give any passive gen progress." IRRELEVANT, Survivors do not need passive progress as there is always 1 generator being progressed, a killer cannot always regress 1 generator.

    "Requiring 10 seconds just to counter regression is ridiculous." 10 seconds mid chase*

    " You don't always need to commit to a chase, like if you're in a three-gen situation and a survivor tries to drag you away from the three-gen, but the rule about kicking holds even in this situation." In this situation, your logic holds up. After survivors are capable of finishing 75% of their objective and made the mistake of keeping 3 generators very close or if the killer forced that situation upon you, then base regression is strong enough to keep up with gentapping. Lets clarify this: The killer needs to reduce his patrol area enough that he can keep pressure on 3 generators simultaneously, either giving away 4 gens for free or the survivors making the mistake of not keeping the area of remaining generators maximized, only then is base genregression fast enough to keep patrolling while also focussing on his own objective of hooking survivors. Do you realize how idiotic this sounds? That means that if survivors break up any possible 3 gen early on, the killer has effectively no chance of regressing any generator.

    "Being selective about kicking gens has nothing to do with saving in front of the killer with or without BT." It does tho, because hooks are the killer objective, while gens are survivor objective. It takes 60 seconds per hookstate, the only way to speed that up is by having survivors unhook their teammate ASAP, which needs to be pressured by hooking another survivor ASAP. Otherwise the 2 survivors just will stay on gens untill they need to save their teammate. So thats 60 seconds spread over 2 generators, having 2 gens around 80% while you're on your way to hook the other. Meaning that early in the game, you can lose 3-4 generators for 2 hooks. If chasing was all there was for the killer, your logic would be sound. But its not. The killer needs to hook while preventing gens from popping all alone, survivors need 1 of them distracting the killer, 1 of them consistently on generators and the other 2 either being on gens or 1 on hook and 1 saving the person on the hook. Regardless of the situation, there will always be 1 survivor objective being actively progressed, while the killer objective only progresses once he hooks a survivor. This alone makes your logic that gentapping is fine completely irrelevant. Survivors do not need passive progress as there is always 1 generator being progressed, and that progress is 4x faster than the regression is. So even if it were a 2v1 situation, as long as you are in chase, 1 generator is progressed with 1 charge per second. Meaning that if a gen were regressing that you could tap, would only regress about 25% between the killer kicking it, and your teammate finishing a gen. The fact that survivors have 4 seperate agents to consist of a team makes it nearly impossible for 1 generator to regress from 80% all the way back to 0 unless survivors actively ignore that generator for 4 minutes. In those 4 minutes for that 1 generator to regress, 2 survivors can finish 5 generators and open the exitgate. The only real way of negating this, is to already give survivors generators that are outside your effective region for free to reduce the amount of area you need to patrol. Having survivors being able to negate regression for free, while you kicking 1 generator means that another generator is likely gaining 3 full charges by the time you finished kicking it, which takes roughly 12 seconds to regress passively, the same amount of time you LOSE IN CHASE by kicking a gen, makes it an issue. So again, your logic does not apply.

    The only way your logic fully applies, is assuming the killer can keep more than 1 generator regressing consistently. Which is why Ruin is such a strong hex as long as it stands, as not only does it double the rate, it also keeps all generators that people are not working on in the regression state. But Ruin isnt basekit, its near impossible for a killer to keep more than 1 generator regressing, let alone keep a generator regressing for prolonged times.

    So a TL;DR of the situation

    base gen regression is fine:

    -assuming there will be a 3 gen

    -assuming the killer can down survivors consistently while preventing survivors from breaking 3 gens

    -assuming 1 survivor dies before there is a 3 gen

    -assuming the map has generated with a decent 3 gen in the first place

    "base gen regression is fine:

    -assuming there will be a 3 gen

    -assuming the killer can down survivors consistently while preventing survivors from breaking 3 gens

    -assuming 1 survivor dies before there is a 3 gen

    -assuming the map has generated with a decent 3 gen in the first place"


    So we're assuming that the game is balanced around:

    1. Tunnelling one survivor out of the game asap.
    2. Establishing a 3 gen.


    So... why is it bad for a killer to do these things?

  • As I mentioned in your other post where you suggested this:

    Why would killers ever bother playing on the 'Casual' mode?

    This would be 'tougher' for killers, because that's where all of the SWFs will be. But you'd only gain half of the reward for going against tougher teams?

    It seems like this is splitting the game up into a 'Killer sided' mode with full bloodpoint gains, and a 'Survivor sided' mode that only has half the bloodpoint rewards... and no killers to match against.

  • @Stuballs89 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2126182#Comment_2126182

    My solution is simple. Three game modes:

    Ranked - You solo queue or play as killer. This is ranked.

    Casual - Here you can SWF but you earn 50%BP and your rank wont change

    KYF - Keep this the same, it is perfect.

    Thoughts?

    Splitting up the game modes in any way gets a big no from me.

    Survivors will mostly play 'Casual'. I won't play survivor at all unless I'm playing with friends.

    But why would killers bother playing Casual? They'd only end up with "tougher" games as that's where all the SWFs are, but only get 50% of the BP for it...

    The survivor queue times for SWFs via 'Casual' would be insane.

  • @Stuballs89 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2126187#Comment_2126187

    Until the recent patch I couldn't tell you a time when I didn't come across a red rank SWF team running all DS at least 2 BT, usually with soul guard as well. There would be at least 1 prove thyself and 2 tool boxes, 1 med kit and a key.

    This is your average SWF team. You're trying to tell me that this team also having extra coordination is totally fine and doesn't in any way affect the gameplay or the experience for the killer?

    This is you average red rank SWF team. You're discounting the majority on non-red rank players.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2133055#Comment_2133055

    It deactivates when you go down where you have to go down and be picked up for ds to activate.

    https://deadbydaylight.fandom.com/wiki/Lucky_Break

    And then when you trigger DS, and end up in the injured state again, it's reactivated.

    "Whenever you are in the injured state, Lucky Break activates."

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2133044#Comment_2133044

    Pretty sure luckybreak deactivates apon pickup though so you cant even synergize them to get this effect.

    Lucky Break deactivates when you're no longer injured.

    If you triggered DS, you're going to be injured, and it'll be active. Providing you haven't elapsed the 90s timer already.

  • Wiggle points.

    Escape points.

    Also if you have to down them again, you get more points too.

    There's no reason to slug and let a survivor bleed out. You both lose for it.

  • I feel like having a stun plus a stealth mechanic would be too strong. You can bring other perks for that, like Lucky Break.

    I think DS just need to be upped to 2 charges, so that you can use it once after each unhook.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/2130195#Comment_2130195

    I don't think you understand my point.

    Survivors shouldn't be forced to run perks, items, nor add-ons to counter something that the killer could potentially be using. There should be natural counterplay and sure, do bones, but how exactly can you know when the perk is deactivated without throwing the game.

    Even if you THREW the game by checking the entire map for bones, wasting a lot of time, how would your teammates know when to stop looking for bones? They might be wasting their time for nothing, heck, they you might be doing this for NOTHING if the killer isn't using the perk. This basically guarantees a win against half-decent killers and that's not fair for solos. It's also not fair that SWF can just breeze through NOED as well, the perk has serious flaws and should be looked at.

    Perks counter perks, that's simply how this game works.

    Iron Will and Stridor.

    Aura perks and Distortion.

    Infectious Fright and Calm Spirit.

    Mad Grit and Boil Over.

    Hexes and Small Game.

    If every perk has to be 100% counterable without perks, then perks are going to be very bland.


    Also, I think it's funny that looking for totems is considered "throwing the game" but people have no problem demanding that killers avoid low hanging fruit like people unhooked right in front of them in he name of 'playing fair' and not camping/tunnelling.

    Not going for the easy down is "throwing the game" for the killer.

  • Nah. If someone DCs from my match, I'd much rather just carry on and get the bonus BP for them DCing.

    I'd hate it if one person DCs in my game, then everyone just gives up and DCs after because no penalty, and then I walk away with nothing.

    Being able to reconnect after DCing would be abused. About to die? DC, wait less than 90s then rejoin, killer is now somewhere else and you're safe.

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