Seraphor
Seraphor
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/2079105#Comment_2079105
Poor bait tbh. Try better next time.
If you disagree please prove me wrong. The patch notes are all available to see.
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@Verconissp said:
https://forum.deadbydaylight.com/en/discussion/comment/2079182#Comment_2079182
As someone who got cucked by behavior multiple times...
And basically refuse to take feedback despite how bad trickster / twins was.
And how bad the first time it was release? Hell no,
I can't commend this. SBM should never be added. It would just be unfun to even play killer since all i would get are Sweats.
#########. That.
But all I get is sweats now, and I'm a relatively new player who has managed to climb to the top of the purple ranks far too easily.
So anything is better than the current ######### show, especially if it's as good as what I experienced during the 24hr test.
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@Verconissp said:
https://forum.deadbydaylight.com/en/discussion/comment/2079165#Comment_2079165
And then there's the people Like me that Tries To have fun in dbd
Or whatever's fun left in dbd...
Which is neigh impossible with SBM,
It bugged out Hillbilly and Oni again, got only rank 20s for like 2-3 hours straight, with no hours put in said game..
I only had like One good match out of the matches i played..
Trust me.. it'll hurt like hell to have SBM..
Nah, it worked perfectly for me. Trust me, SBM will be amazing.
Come on, you have to give me more than personal anecdotes.
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@miketheratguy said:
Killers are inherently faster than the survivors and don't run out of stamina. Why limit the survivors' ability to run?
I wouldn't want to see a limitation to running on either side. Just a needless restriction in my opinion.
Read the first post again.
It doesn't limit survivors ability to run, it doesn't slow down survivors at all.
What it does do, is put a limitation of Exhaustion perks, in that it gives survivors a window at the start of a chase (that could be adjusted to whatever is fairest) in which they will need to utilise their Exhaustion perks if they want to. It could be something like 60 seconds, which should be more than enough for the vast majority of survivors. But it means that the very best of the best of survivors, who can effortlessly loop a killer for minutes at a time, doesn't then ALSO get to use a second chance like Dead Hard to extend the chase for ANOTHER 5 minutes on top of the first 5 minutes they ran the killer for.
This is no different to how DS works, with it's 60 second timer. Use it or lose it.
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@Verconissp said:
https://forum.deadbydaylight.com/en/discussion/comment/2078920#Comment_2078920
No it didn't...
It was beyond broke for me.
i played for atleast 9-10 ish hours that day,
Had plenty of survivors that had .2 hours in the game despite my skill...
SBM would kill the game...
I'd rather not face only Spirits / Nurses every game with Ruin / Undying...
It worked amazing for me. I tried it out with survivor for about 7 games, and as Spirit who I have the most experience with for about 5 games, and then Bubba who I was just trying out for about 10 games. Each game was almost perfectly matched according to my experience with that mode/killer.
Therefore SBM would be brilliant for the game.
That's how individual anecdotes work, right?
If you check out the MMR feedback topic, you'll see a majority are in favour of it. It's only the top 1% who will face constant Nurses and Stridor Spirits.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2079131#Comment_2079131
Lots of killers played this game back when DS had an infinite timer. They also played this game when exhaustion would deplete when survivors were still running. Killer is by far at it's easiest and the game is getting more and more popular every year. The player base is getting huge and it's because killer has gotten so many buffs over the years.
Killers have had more nerfs over the past 2 years than buffs, and Survivors have had NO nerfs at all, until this patch with DS.
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@Kellie said:
https://forum.deadbydaylight.com/en/discussion/comment/2079115#Comment_2079115
I'm assuming those killers are either bored of the game or bad because killer is at it's easiest right now.
Imagine saying this with a straight face.
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@Ascended4Head said:
https://forum.deadbydaylight.com/en/discussion/comment/2079034#Comment_2079034
This is the classic. "Can't tell if someone actually thinks the 100's of nerfs to survivor actually made the gameplay trashy to play as survivor". That's been the state of this forum for the last 2 years now. It's why survivor gameplay is in the toilet. Because you can't have a differing opinion than "HUrr durr survivors are rullly bud. Killur underpuwered. Moost NURF SURVIVOR MOAR". It's an echo chamber. This forum doesn't live in stat based reality. It lives in the realm of 4k at any cost.
I recently looked back at all of the patch notes over the past 2 years.
Every single patch came with some kind of killer nerf, whether it was a killer-wide nerf like Mori's or Undying recently, or killer specific nerfs.
Not one patch, other than this one with the DS nerf, came with a significant survivor nerf. Not. One.
There were a couple situations where a perk had a minor tweak to it's values, but nothing that comes anywhere close to the Mori or Undying nerfs.
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Disappointed. I could have got 2 more hooks out of them.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2079061#Comment_2079061
I don't think a good "balance" for Dead Hard is making it completely useless (it doesn't need balancing in the first place).
There's a difference between 'completely useless' and 'unnecessary'.
Self Care is an 'unnecessary' perk for the most part, but it's still useful with other perks or with certain play styles, such as solo survivors who are still learning the game.
Or Technician, which is a crutch perk for newbies while they learn to hit skill checks.
This would make Exhaustion perks 'crutch perks' for a higher skill level, for people who aren't right at the top, but need an edge. For those few who are right at the top, Dead Hard and the like would then be 'unnecessary' perks, and open up more perk options for them, while not giving them so much of an edge in chases that they can single-handedly run the killer for 5 minutes.
In exchange for balancing this chase-skill disparity, they get an extra perk slot to work with.
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@gendoss said:
I mean if you're a decent survivor and can run the killer for some time before needing to use Dead Hard it will never be used because you'd be exhausted all the time.
Sounds great. If Dead Hard isn't needed, you get to run other more worthwhile perks, like Prove Thyself or Fast Track. Shakes up the meta a bit. It also levels out the skill range a little.
Survivors who are so good that they can go minutes in a chase without needed to use Dead Hard, don't then also get to use Dead Hard on top of it. But survivors who aren't quite that good, can use Dead Hard (or Sprint Burst or Lithe, or Smash hit) to bring themselves up to that sort of level.
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@Ascended4Head said:
https://forum.deadbydaylight.com/en/discussion/comment/2079022#Comment_2079022
Well I would make the inverse argument - that you are just a trash killer. Since the majority of killers had a greater than 68 percent kill rate at the red ranks, TEN NERF PATCHES AGO. The game is heavily killer sided just based on statistics. I would love for them to release the current statistics of kill rates now, after the huge movement nerf and the continuation of making survivor gameplay just be a 4k power fantasy.
I'm not a red rank killer.
I'm always put with red rank survivors though, because matchmaking is #########, and the game is incredibly survivor sided.
That's why 90% of the player base play survivor, and survivor queues are so long, because nobody plays killer.
Maybe you should try playing killer, so that you can get a perspective of both aspects of the game.
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@HellDescent said:
So why is killers supposed to be punished in this scenario?
Indeed. They didn't ask for the info, but now they have it, what else are they supposed to do with it?
I'd down the survivor who pointed it out, and then go after those they pointed at as well.
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Maybe you just suck as survivor?
Most survivors I face seem to enjoy teabagging and flicking their flashlights a helluva lot, mainly in the exit gates.
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@HuDawg said:
https://forum.deadbydaylight.com/en/discussion/comment/2079001#Comment_2079001
What im thinking is add some restrictions like if someone abuses the system he will get a warning if he does it many times he will get temp banned
That's a bit late for the killer who played really well and was cheated out of all their bloodpoints, and of no help at all if it's various DIFFERENT survivor groups doing it to them.
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I'd go for 25/50/75% reduction on grunts of pain, with a 100% bonus to the Boldness category.
Plus, you don't start injured. This grants you one more health state, which if you were able to heal, you'd likely have many health states to work with via healing. This just means you go from 3 health states to 4 health states for the entire game. The reason for this is so the killer isn't instantly alerted to the fact you have No Mither the second the game starts, and instead has to pay attention to when they first injure you, to notice the broken status, which could be masked if they have perks that inflict broken as well.
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@DoomedMind said:
It's better than before, pallets are slightly less unsafe, and there are less of it.
But yeah, gens locations are a real pain, it's a map where you have to make your chases decisions around gen, you have to outposition survivors. Make them have to go where you want by coming from a certain angle, ..... It will help you a lot. it's the same strategy you have to use in AutoHeaven, the version where there is two sides of the map, with a way linking the two sides. It's the same, but way harder :p
https://forum.deadbydaylight.com/en/discussion/comment/2078870#Comment_2078870
And we'll, no, Ormond is far from being one of the best maps... For Nurse or Huntress, maybe, but for other M1 without mobility killers, this map is survivor sided as hell.
I've had some really good games on Ormond as Myers and Doctor.
Its not a very big map for starters so Doctor gets good use of his AoE. And a lot of it centers around the main building, which is good for stealth killers.
It's more or less symmetrical, so you have the main building in the middle, two open areas either side, and then narrow-ish paths between the sides on the outer edges. As Killer, you can easily pressure one side of the map to get a 3 gen, and the gen in the main building is fairly easy to defend too.
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So what happens if a killer downs everyone, and all the survivors vote kick the killer?
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This is called Killer Whispering.
It's never guaranteed to work, in fact it fails most of the time, but sometimes a killer will take pity on a survivor who exposes themselves for some animation gesturing. Like 'boop the snoot' and such.
When it's at the expense of another survivor, like pointing to an occupied locker, more often than not the killer will go after the one who pointed instead.
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His portals aren't visible to a survivor until he 'activates' them. And he can only activate a portal by teleporting to or from it.
So he'll place one portal, go somewhere else, place another portal, then teleport between them, which activates them both.
An Activated portal can be seen by, and closed by a survivor, and can be used by the Demo to detect survivors who are close to the portal via his Of The Abyss ability.
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I don't mind the houses. They're an interesting alternative to jungle gyms.
It's all the fences and hedges that irritate me. They make navigating a huge pain in the ass as a M1 killer, and a pain in the ass as survivor when going against a ranged killer.
A close second would be the roof balconies. Maybe keep one of these as a novelty, but never with a gen on it.
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Pretty sure Tricksters knives are the default at the moment, and only changes when actually facing the Huntress.
It might be intentional to promote the current chapter DLC, and then next chapter it might go back to hatchets being the default, or just be random in it's not either Huntress/Trickster.
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I would never buy the pass if there was a chance I wouldn't complete at least 75% of it, so I usually wait until I already have done before buying it.
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@loopsahoy said:
https://forum.deadbydaylight.com/en/discussion/comment/2078930#Comment_2078930
If sbm is a determined skill and mmr is a determined skill of hidden factors, isnt it the same thing?
... no
One is a value, a number, the other is an entire matchmaking system that USES that number.
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@loopsahoy said:
https://forum.deadbydaylight.com/en/discussion/comment/2078920#Comment_2078920
I think they are calling sbm mmr. It seems like that at least.
RBM = Rank Based Match-Making: The system by which players at matched up, according to their Rank.
SBM = Skill Based Match-making: The system by which players at matched up, according to their determined skill level.
MMR = Match Making Rating: A personal metric by which a players 'skill' is determined according to certain factors that are hidden from the player. You will have a separate 'MMR' for survivor, and for each individual killer.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/2078884#Comment_2078884
The amount of killers and survivors now is too damn high and the amount of perks in this game would never be reached for a long time. It would take a billion to max 1 killer with all perks currently.
The current cap of 1 million gets you roughly to level 40, which unlocks that characters teachables.
That's about the most you can expect to get the moment the patch drops. Anything more than that, you have to work for IN that patch, not before it.
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@loopsahoy said:
Mmr is a huge change to most players games, except for the ones who are where they are on their skill level. For example, im going from yellows to reds because i dont care about rank as it shouldnt be a skill determiner. (Segway, i made a post about rank rewards.) The system seems to base skill off of hours . This could hurt players having a hard time learning the game, and your skill level doesnt seem to change. Reds and purples look like mostly not fun games of sweaty killers/ survivors, and players who could leave reds are now stuck playing in reds and they arent happy.
SBM would FIX these issues. You're saying MMR would result in what we currently have.
Most people had a positive experience during the 24hr SBM test, as it put them against people of their skill level (instead of rank, because ranks mean nothing) AND it was determined by killer. So say you have 2000 hours of experience playing Spirit, and your Spirit matches are always against challenging red ranks, well you can just switch to Pyramid Head, who you only have 40 hours experience with, and have a more chilled out experience without facing the bully squad.
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@sad_killer_main said:
https://forum.deadbydaylight.com/en/discussion/comment/2078901#Comment_2078901
Top players are the minority of the community, so it wouldn't affect queue times in the slightest.
I didn't even mention queue times.
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There's no hard and fast pattern. Licenses come when they can agree a deal. No deal, no licensed chapter.
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@sad_killer_main said:
https://forum.deadbydaylight.com/en/discussion/comment/2078858#Comment_2078858
Why nobody would play ranked? They do in other games.
Why would the top players play ranked, only to face the awful toxic high level opponents they're constantly complaining about, when they can face random opponents such as newbies that they can stomp all over?
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Yeah they're bugged, Head On seems to have a similar problem too.
It appears that if the killer is performing some kind of action, such as swinging to attack, the stun won't go through.
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They don't want people banking tons of BP, so that the instant a new killer/survivor comes out, they can Prestige 3 and max out their perks right away. The grind keeps people playing.
It's like any MMO. For example, FFXIV. It has a weekly cap on Tomestones, the endgame currency used for the best gear, so that people play regularly and often, instead of binging in one sitting, acquiring all of their gear at once and then not playing for 3 months until the next patch hits.
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I've never had an issue with this map as killer, in fact I think it's one of the better ones...
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@sad_killer_main said:
https://forum.deadbydaylight.com/en/discussion/comment/2078125#Comment_2078125
The problem is not MMR in itself, but the fact that this game lacks a quickplay mode where ranks and MMR matter less.
With a quickplay mode, and rankeds, would be fine.
Nobody would play ranked though. And then we'd just go back to what we currently have, because our current matchmaking system is so lose it may as well not exist. And the current system is not fun, because lesser skills players get pitted against players with tons of experience.
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/2077719#Comment_2077719
From what I've seen from the reaction to Skill based matchmaking in Apex and CoD it absolutly has. Sometimes, players, even good players. Just want to chill out and play relaxed outside of ranked modes. MMR doesn't allow that. EVery match becomes a sweat fest and isn't fun.
Good survivor? Enjoy playing od Nurses and stacked slowdown Spirits
Good killer who happens to enjoy a low tier like Clown or Trapper? Enjoy playing against 4 man sweat squads with all meta builds
It's a real bad idea.
But that's what every match is like already for the majority of killers. Because its so easy to reach red ranks.
We HAVE matchmaking, it's just awful rank based matchmaking with a ranking system that's not fit for purpose. It pools everyone who plays regularly into one big pool, so mid-range players get matched up regularly with sweaty god modes, and it's not fun.
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Couldn't be more wrong.
I've only been playing a few months, but I'm a rank 5 killer, mainly thanks to Spirit, Freddy and Doctor. 90% of the time I face the sweaty flashlight bully squad.
I can't try out new killers, because 5 gens are done in 3 minutes and I get no kills. So I have to go back to Doctor or Spirit to farm bloodpoints, and my rank just keeps increasing...
When we had SBM for 24 hours, it was AMAZING.
When I played Spirit, I was matched with survivors of my skill level. I didn't have the sweat, but there was still challenge. It was actually fun and not stressful.
When I switched to Bubba, a killer I hadn't played before, I started against brown ranks, then my second match was yellows and greens, and it kept me there. Instead of all rank 1s like usual.
SBM will be amazing for the majority of killers. It's only the top 1% of killer mains who have many hours in every killer with astronomically high MMRs already that will be stuck facing only the best survivors.
For the vast majority, your best killers will be a challenge, and if you want to chill out for a few games, you can just play a killer you don't play much, and get matched with lower skilled survivors.
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@Kees_T said:
https://forum.deadbydaylight.com/en/discussion/comment/2078291#Comment_2078291
You sound like that people when we had the December calendar event saying that gaining 5k each day was a good reward and everyone who was complaning was ungrateful(yeeees because 5k a day helps a lot! yay!)
You will gain 250.000 BPs for each side if you reach rank 1. So you can gain 500.000 BPs if you reach rank 1 in both sides, but this is the problem:
The default we can earn in a match is 32.000 BPs. If we play 8 trials gaining this basic value, we can reach (8 x 32.000) 256.000 BPs. You won't be getting 32k all the time, we can get less or more with WGLF and BBQ and other offerings which boost BPs gain.
This is the problem I see for me: I can get over 250.000 by playing as Killer with BBQ in less than 1 hour. After A WHOLE MONTH waiting, I get some miserable 250k of points which I can make in less then 1 hour? This makes no sense and doesn't reward people who put effort into the game. You can say it helps people who doesn't play the game all the time, but a game designer needs to think in a way that both veterans & new players get rewarded for their playtime!
As for the post, I agree that we should receive something extra, because literally getting BPs is not a problem. It's ONE REWARD for each month, and you can get max 12 times per year, why it needs to be so bad? It would make sense if you reach rank 1 it automatically gives the reward for you and then resets, but even so the rewards needs to be better.
We currently receive nothing for it.
Perspective?
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@loopsahoy said:
https://forum.deadbydaylight.com/en/discussion/comment/2078291#Comment_2078291
Auric cells is a stretch. And shards are harder to get than bp.
I mean, I wouldn't mind if the monthly rank bonuses came with shards, but it's not necessary, it's literally all additional free stuff whatever it is.
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Rank doesn't mean anything as it is. It only exists to make your games harder the more you rank up.
They're making that mechanic more precise, and hidden, and so they need to make something NEW for the Ranks to do. There's no reason they need to give us more shards or cells, it's not in their interest to do so, that's less income.
We're literally getting a new monthly BP bonus for simply playing the game now (or when it's implemented), and the more you play (because you won't be able to de-pip) the bigger the bonus.
It's literally more, free BP, so what is there to complain about?
"This free gift isn't big enough! I want a bigger one!"
Also, is 40 matches a month too much? I can't imagine you're earning many bloodpoints at all if it is.
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@GeneralV said:
Ok, I must say I am happy that someone agrees with me regarding EGC, but I don't think it is a "killer sided" mechanic. I think it is a bad mechanic overall.
I know it is a very unpopular opinion, but I really miss hatch standoffs and that endgame tension and decision making: "Should I watch the hatch? Or hunt the last one?". Now it is just find hatch and patrol gates. I really don't like it. Besides, that timer is weird and annoying.
And I miss being able to use properly use Blood Warden. It still is a very strong perk, even stronger if you know the correct timing, but way more situational since no one opens the damn gates until everyone is safe.
With all that in mind, I would love if EGC was completely removed. Remember, that is just my opinion. If you like the mechanic or think it is healthy for the game, it is fine. I respect it.
There's two different EGC scenarios.
- All gens are done and a gate is opened. 2 minutes default, up to 4 minutes if a survivor is hooked or dying.
- One survivor is left and the killer has closed the hatch. 2 minutes, period.
Scenario 1 is perfect the way it is, but I agree that 2 is kind of a no-win situation for the survivor. They could do with making these two EGCs different, with the hatch-close version having a longer duration.
I wouldn't do anything other than extend the duration a bit though, because scenario 2 is basically "the survivors have failed, the last one gets one last ditch attempt to escape."
Maybe if the hatch is closed, the EGC is extended by 15s per generator completed. So if you've completed 4 gens, you get 3 minutes of EGC.
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BBQ isn't a strong perk. You can counter it by getting in a locker or being close to the killer.
It's always run by killers because it has a 100% Bloodpoint multiplier attached, IF killers hook each survivor once, which makes it an anti-camp, anti-tunnel perk. It's one of the healthiest perks in the game.
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20s cooldown is nothing on Selfcare, unless you mean between button presses, so you either fully heal in one go, or you have to wait 20s if you stop and start again?
A better option could make making it an Exhaustion perk. After regaining a health state via Self Care you become exhausted for 50s. You won't be able to Head On, Lithe or Sprint Burst afterwards then. You generally only want one Exhaustion perk, and Self Care would be a poor choice of Exhaustion perks in general.
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They likely hit to button to vault/drop the pallet as or before they were hit with the static blast. Remember there's a detonation delay on it.
I more often get a good result when survivors DO drop a pallet though, providing it's a small loop.
Blast as they're going through, they drop the pallet, I move around to the other side, they try to vault the pallet they just dropped by they can't, and I manage to hit them before or as they finally get to vault. Obviously doesn't help much for large loops and god pallets but it's useful when available.
Timing blasts to prevent pallet drops seems to be harder than timing blasts to prevent vaults in general as well. This may be because survivors tend to drop pallets early against the Doctor, or there may be some activation/animation difference between pallets and vaults, I don't know.
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I can agree that DS took quite a substantial nerf, but I think they went in the right direction with it.
A compromise I'd be ok with, is that working on objectives drastically increases the rate the timer depletes, rather than removing DS altogether. Something like, tapping a gen or starting to heal immediately removes 10s off the timer, and continuing to work on the objective doubles the rate is depletes. Which means if you jumped straight onto a gen, or immediately started healing yourself off the hook, then DS would only last 25 seconds. If you tapped a gen and then ALSO healed yourself, it would only last about 15-20 seconds.
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I know the kicking action supposedly takes 2 seconds, but unlike actions like hooking or breaking pallets that automatically carry themselves out, kicking a generator requires you to hold down the button for at least 2 seconds if not longer in order to complete the action. This effectively means it takes more like 2.5-3 seconds to kick a gen.
The gen kicking animation need to be reduced to 2 seconds by default and carry itself out automatically. It can still be 3 seconds if using kick related perks like ToT, Dragons Grip, PGTW, etc.
Survivors need to commit to a generator for 2 seconds in order to halt the regression. If they disconnect at 1.9 seconds, it continues to regress.
That alone would be a huge improvement. There would be less of a penalty for kicking a gen (up to an extra second to continue chase) and survivors would have to think twice before 'tapping' a gen, as those 2 seconds could easily get them killed.
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The best anti-camping perk they could make, is a Ruin that only triggers when you hook someone, and are 24 meters away from them.
Something like: After hooking a survivor, once you are at least 24 meters away from the hooked survivor, all generators start regressing at 200% for 60 seconds. If you come within 24 meters of a hooked survivor, all generator regression is paused.
This could synergise really well with something like Thrilling Tremors, and of course Devour Hope/Make Your Choice.
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Yeah, survivors don't need any stronger perks, and killers don't need any more objectives.
Survivors 'Hex equivalents' exist in the form of perks that are one-time-use like DS and BT, or Exhaustion perks that can't be stacked.
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What's broken about it?
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@Kebek said:
Devs nerf undying = Killers: It's still good, I'll keep running it. It was probably for the best as 4 undyings was kind of ridiculous.
Devs nerf DS = Survivors: You ruined DS, it's not worth running anymore also there is so much tunnelers now, BUFF DS.
Literally the only nerf survivors have had in about 2 years, after every single patch provided some kind of nerf to killers or a killer in particular.
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@Sluzzy said:
Yeah, it's completely ruined now. Can't even barely touch yourself and it is gone. One must imagine how many has lost the perk and got tunneled anyway. Killers think tunneling is only facecamping, but oh my how that is not true at all.
I'm surprised you can touch yourself at all Sluzzy considering you're always triggered.