Seraphor
Seraphor
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Since I feel that most people tend to main one side or the other
They shouldn't, and that's the point of daily rituals, to encourage players to use all options.
The worst people in this fanbase are almost always the "mains". Who seem to believe the other side are less than human and are convinced the game is "sided" against them.
Personally I would just increase the rewards for doing them, providing they remain restricted to encourage playing both sides.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637124#Comment_3637124
I mean this would just make them slug you and easily counter it.
If they want to watch you on the floor for 30 seconds that's just more time for the others to do gens. It's making tunneling more costly.
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Most excited for the FoV settings and anti-3gen.
Sadako changes might be interesting, will have to see how they play out.
Not a Billy player, good for those that are. A bit apprehensive of going against him as a survivor though.
Is there a new survivor? I hadn't noticed.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637086#Comment_3637086
The "earn 1 token" perks for each fresh hook survivors never work. Its still better for killer to tunnel 1 out and still get 3 other tokens later. Worked the same to BBQ, Nowayout.
If anything, 3 teammates cant progress Gens for that huge amount of time surely making tunneling stronger.
They would work if they also included the effect:
This perk is disabled once a survivor is sacrificed.
In fact a lot of the most oppressive slow down perks would benefit from this.
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@ArcT said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636654#Comment_3636654
Let's not even look at DMS. Let's just look at Grim Embrace on its own.
Pain Res works with it, and forces someone off the gen, and then blocks it before they can stop the regression due to gen tapping being removed
Pop works with it with zero issues.
It is strong as ######### for camping because it is a free 36 seconds of Grim Embrace alone worth of time that survivors can't work on generators at all. The only real way to punish camping is to slam gens, which Grim Embrace does not allow survivors to do.
So you have a perk that empowers and strengthens every other S tier regression perk currently in the meta and used on every single killer, along with the most uninteresting, unfun, and overpowered killer strategy that exists in the game.
And then we add DMS, which more than doubles every single one of those strengths. Even Pop, because DMS will show you which gens were being worked on when Grim Embrace triggered because they'll be locked for longer.
Blocked gens don't regress.
All of these problems already exist with the current DMS, as I already explained.
Adding Grim Embrace doesn't strengthen them, it only obfuscates which gens have been worked on.
Camping has the anti-face-camp meter. If they're proxy camping you can stil pulll off a rescue.
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On further thought, I would change DS to:
- Have up to two uses, one charge for each unhook.
- First hook charge stuns the killer for 4 seconds.
- Second hook charge stuns the killer for 6 seconds. (They know it's there now, it acts as a deterrent, and if they still want to commit to the tunnel they will face a longer stun, but that's the killers choice)
- Duration is reduced from 60 seconds to 30 seconds, but...
- The timer does not go down while in a chase.
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636496#Comment_3636496
Most killer mains also agree that DS 3s is utter garbage and should be revoked to its 5s original state, to maintain some impact on the game. The only nerf it needed was that it didn't work in the endgame. And I am as killer biased as they come.
I'd even go so far as to say it should get a charge for each unhook so it can be used twice per game.
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636608#Comment_3636608
No, it needs the old effect. What kind of BS is the current spine chill effect? It activates when the killer is looking into your direction without LoS blocking. Thank you BHVR, we have eyes.
The old effect is already trumped by the visual heartbeat.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636598#Comment_3636598
Might be me struggling with English, but are you just saying that because Killers dont need to kick Gens that often anymore because Survivors cannot gentap anymore (which is a good thing), they should get buffed Gen Kicks?
So, because Gentapping is no more (again, a good change for Killer), they should get a Buff as well?
A kick is 2.5% instant regression, the bare minimum to account for the animation it takes to inflict it. With fewer kicks that's fewer 2.5% instant regression events. If you're only kicking gens half as much to ensure continuous passive regression, that's also half as much instant regression. For the same passive regression value, you're getting half as much instant regression.
For example, a survivor gen tapping currently results in 2 kicks for 5% total regression. Without the tap halting the passive regression, it would only be possible to inflict 1 kick for 2.5% instant regression.
Let's not pretend an extra 2.5% is even that significant either. Survivors inflict more damage just by letting go at the wrong time.
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@Dogma_loki said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636812#Comment_3636812
Nah man, not buying this at all.
If you want hard games on survivor side, there is plenty of things you can do to handicap yourself and ensure that you die all the time.
You and the few others killer mains on here constantly parroting for harder and harder games ( for survivors only, naturally) under the pretext of “BUT KILLER BE SCARY!!!” Is out of touch and way off the mark.
There is no horror aspects left in this game. That shi* went out the window with all the ridiculous neon outfits and bunny outfits and introducing “killers” such as Trickster.
People are not going to continue to play and support any game where one side is so blatantly favored over the other.
Please tell me again how I'm a killer main. I'll add it to the massive pile, right next to the other massive pile of people accusing me of being a survivor main every time I argue for something in favour of survivors.
The fact is I enjoy playing survivor, inspite of dying fairly often, because I find it to be fun and currently fairly well balanced, because I still enjoy solo queue and escape often enough, because I enjoy the horror aspect and the rush of escaping against the odds.
I'm probably more of a survivor main than a lot of the self-professing survivor mains who only enjoy it when they stand at the exit line teabagging.
This playerbase has some massive problems. One is the us vs. them, "role main" divide that makes people chronically unable to have rational opinions on the balance on the game. The other is their complete inability to handle losing, in a pvp game, where your opponent is also trying to win. And to top it all off, this isn't your typical pvp game, it's asymmetrical, which comes with it's own host of nuances, not least the fact that a 50% kill rate isn't actually balanced. Far, far too many DBD players are abysmally lost in these terrible attitudes.
As a survivor, you will die. You're supposed to. You are a fraction of the killers multi-point objective, and escaping is an all-or-nothing prize. To believe that as a survivor you "should" be escaping 50% or more is like saying killers should be getting a 4K every other game. Escaping is the best outcome you can acheive as a survivor, not the only outcome.
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@I_CAME said:
The player count will go back up when whoever the decision maker is gets over their "killer must be the power role" design choices. Everyone I used to play with has quit because they think survivor has gotten way too hard for casual players. I am the only one left from my group and I play far more killer than survivor these days.
Everyone you used to play with only played to troll the killer and see how much they could pallet stun, flashlight save and teabag.
Instead of being a challenge to get as many stuns as possible before all four of you casually strolling out of the exits, it's now a challenge to, you know, survive. As it should be.
I say this as someone who plays both roles. Playing survivor is supposed to feel vulnerable. You're suposed to have to try to escape. The games where I just repair gens and escape with 10k BP are far more disappointing than the games where I have to fight to survive, maybe don't survive, but end with a score above 25k.
Meanwhile for killer, you have to advance through two-thirds of your objective before you can secure a kill, out of a possible four. To walk away with zero kills after doing that much work is soul destroying. There should be a baseline of at least 1 kill every game the vast majority of the time to make that a credible threat, with 4 escapes being rare. A 55-60% kill rate is how you get there.
In a horror game based on horror movie tropes. There should be more parity with the 'final girl' format, where some survivors actually die before the last ones escape.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636775#Comment_3636775
I see the incentive vary throughout the day between killer and surv. So I believe it strongly depends on region, MMR, and time of day as to what we see.
Yes if you play during downtime in the middle of the day, it'll fluctuate.
If you play at peak time on evenings/weekends when the vast majority of players are on, it's almost certainly on killer.
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@Dogma_loki said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636546#Comment_3636546
Hate to shatter whatever broken logic you’re trying to push here, but your statement has no basis in actual fact.
It takes 4 survivors to play a match, how many survivors you think are going to stick around for an even more killer sided mess of a game than it already is?
The incentive is almost always on killer. Survivor queues can take ages while killer queues are instant.
There's a huge shortage of killers already. I reckon the game will do just fine if there are more killers playing. It'll making queuing up for Survivor much more bearable, and with a more evenly balanced playerbase matchmaking might actually have a chance to work.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636552#Comment_3636552
It's really not. It's about a 100% miss if the survivor takes that opportunity to simply leave the loop as soon as you try it.
Can you tell that to all the survivors I hit with it?
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@jesterkind said:
Isn't this just going to be a repeat of the Pain Res and DMS combo, though? With the only difference being that it's even easier to counter on the survivor side?
Like, here's how it works, to my understanding: The killer gets a hook, and walks sixteen metres away. At that point, Grim Embrace kicks in, blocking all generators for 12 seconds. If a survivor is working on a generator at this point, they're kicked off it, activating Dead Man's Switch on that generator and blocking it for... however long is left on DMS, depending on killer speed.
Surely, if you as a survivor just let go of a generator as soon as someone's hooked, that means only Grim Embrace is activating and DMS doesn't get to combo with it? It's the same as the Pain Res and DMS combo, except that you have a much more generous window to let go of the generator.
Grim Embrace may or may not be an unhealthy perk, but I am not personally concerned about pairing it with DMS. I honestly think it might not even be a worthwhile combination to begin with, considering how easily survivors could avoid it.
This is my take as well. DMS and PR is already a godawful combo to be on the pointy end of, but it's not game-breaking, and neither will this be.
If anything this will be less problematic. DMS + PR blocks YOUR gen and only your gen, meaning the killer also knows where to go to get the maximum gen pressure.
GE + DMS will block all gens for 12 seconds, that means YOUR gen gets the same DMS treatment, while all the gens with zero progress also get 12 seconds of block. Killer has no idea which gen to go for. You can safely wait it out or aid your team mates.
DSM + PR is also unaffected by the new regression limit, as it can only activate 4 times per match, let alone per gen. DMS + PR is still going to be the superior option, and using all three perks together won't offer any additional benefit.
I'm not understanding the melodrama here.
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@Shroompy said:
In my opinion each killer should have their own pool of maps. This would help with balance SO much and would avoid things like Billy on Lerys or Dredge on Haddonfield.
You could also make it lore accurate by saying something along the lines of: "The Huntress has stepped outside of her domain and can be seen roaming around parts of the Autohaven Wreckers and the Garden of Joy."
@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636620#Comment_3636620
No thanks. It would become repetetive very quick for players who main a certain character.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636618#Comment_3636618
^this
I think this could actually be a great idea, providing the pool of maps is large enough for each killer.
I think we have enough maps in the game to pull this off now, where each killer gets maybe the 15 maps best suited to them available to pull from, or at least weighted heavily in favour. While keeping the core three realms, Coldwind, Autohaven and Macmillan, included for all of them.
For example, Myers could have double the chance of getting: Haddonfield, Lerys, Gideon, Springwood, Hawkins, RPD and Dvarka. Plus the core three realms. That's 28 individual maps in total.
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@Emeal said:
What are the SoloQ and SWF win rate, cause before the HUD update in the worst example it was max 15% difference.
The way people whine you'd think the difference was 90%, but they're actually not that different. I escape about as much solo as I do with friends.
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@Pulsar said:
I don't think it's the actual player count that's concerning, it's the lack of interest in new chapters that concerns me.
Alien and Chucky brought in players, sure, but nothing like what we used to see. That tells me that DBD has become stale to the general pool of players and that they're just not interested anymore. Not really surprising, as the game us going into its EIGHTH year, but still, a little sad.
Alan Wake would have been a dull chapter whenever it came out. One uninteresting survivor with mediocre/awful perks.
Alien had a ton of hype, and lots bought it, but the power design was flawed and quickly dropped off, the issue here was design.
Chucky by comparison was only a half chapter, but was very well designed and well received. It was fairly hyped and lived up to the hype.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636588#Comment_3636588
You would not be able to Gen-tap if you would need to repair 2,5% to stop the regression. Yet they buffed the Kicks to 5% and the required repair to 5% as well.
Because you're kicking gens less often. Fewer gens kicks = less regression.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636558#Comment_3636558
Yeah, but the Devs said themselves that 8 Gen Regression-events is a high number and only really happens in 3-Gen situations. So why then buff the general regression for a Kick?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636561#Comment_3636561
Gentapping could also have been solved by letting the survivor 2,5% of the Generator. There was no need to buff it to 5% for Kicks.
Because knowing that gens only have 8 regression events would encourage survivors to gen tap even more than normal in order to burn through them. Currently 8 events is unusual, without this change it wouldn't be.
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@Moonras2 said:
I'm almost convinced, as a 99.9% solo player, that we have no clue what do lol. BHVR could give survivors the ability to fly and my teammates would still go down in 10 seconds and never touch a gen.
This. The vast majority of my solo queue failures don't come down to minor episodes of miscommunication. It comes down to other survivors being absolute dimwits, and no amount of communication tools can fix that. It's usually survivors giving up early-mid game, or survivors bombing the hook and giving the killer a slug pile.
There are things that would improve solo queue, but not drastically. They should still be sought after, but there's no magic bullet.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636552#Comment_3636552
Just kinda thinking out loud and brain dumping...
Reading this I kind realise why the "unfair" anti loop killers exist. Doesn't your point here kinda highlight the issue that 50/50s are bad for the killer?
Like how many attempts do you get back to back between running to each loop for your attempts? Every failed 50/50 is another at 10 seconds at least you have to chase to get another shot. If you take more than 45s in chase, you're now in a severe time problem, and you only need to fail a 50/50 3 times to be in the problem.
The high skill anti loops killers have a much better than 50/50 chance, but, their execution has to be on point. That's the trade off...
So if you make a killer with a less skill dependant power... how do you make it at all viable without making the killer garbage?
E.g. How would you make Artist more skill dependent instead of being able to close off loops by just plonking a crow there? The fact she can pull up and throw quickly like Huntress, and would at range makes her different...
You could make her so that she MUST swarm survivors first (have 1 good hit with the cooldown low enough to get more crows up) and the follow up with the shotgun afterwards... but she's be a pretty trash killer doing that.
And greater than 50/50 is fair for the survivor? There's a reason why Dredge and Artist are considered boring. It's because if you stay at the loop you're guaranteed to get hit. 50/50's are how this game works, how every non-antiloop killer plays a mindgame at a non-pallet loop. Pig gets a similar mechanic she can play at pallets too.
Every failed 50/50 with pig might be extra seconds, but it's the same extra seconds it would take anyway if you didn't use your power, circling that loop over and over, eating the pallet, and moving on. The 50/50 is a bonus 50% chance to cut the chase short.
You're talking about 'trash' killers but there isn't a single killer with a poor kill rate...
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@LordGlint said:
That awkward moment when Pig's antiloop is so bad that it's not even mentioned.
It's also severely underrated. I score ambush hits at loops all the time. It's usually a 50/50 but that's better than a guaranteed no hit and eating a pallet anyway.
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It's to make killers need to kick gens less often. While they're both technically buffs to the killer on paper, they actually counteract each other.
- Kicks are more powerful.
- Killers can't kick gens as often.
By removing gen tapping, gens are less likely to stop regressing, which means they can't be kicked. They get fewer kicks, but maintain the same level of passive gen regression.
It also removes one of the most egregious survivor 'techs' of tapping a gen in chase and undoing the killers efforts entirely.
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Yes please.
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These perks don't guarantee a 4K. Only in the past week I've gone against No Way Out twice and still survived with room to spare, so Remember Me wouldn't have made much difference.
In order to capitalise on these perks the killer still has to pressure survivors effectively and score downs. If all survivors have made it to end game then the killer likely hasn't been doing that all too well
It's true that if not all 4 survivors are alive at endgame it can be very difficult, and they're basically just "win more" perks at that point. But the same can be said for the likes of Adrenaline or Sole Survivor.
No Way Out can be worked around. You can still evade the killer, make your way to the other exit, and chances are the killer will still guard the one you touched first.
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@Unequalmitten86 said:
It should be temporary disabled and then see who and why they DC at what rate. Say a survivor DC's on first hook 9 out 10 matches then maybe instead of punishing them with waiting make them go to an updated tutorial before they can play again.
With a killer of they have X amount DC's against them and they are tracked within the AC area then they must complete a tutorial too.
This way they can see what is causing the DC's. Not getting their way, frustration at the gameplay, or just emergencies.
It's been disabled on many occasions.
Every time, people DC over the most innane things. They DC if they get found first, or if someone blows up a gen, or if the killer is Plague.
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@[Deleted User] said:
Only one survivor should get endurance. Not both.
It should apply to the survivor who's being picked up. So the rescuer is putting themselves in danger to save their teammate / prevent a tunnel.
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Blindness is often underrated.
Knockout could still have a decent effect if the duration of blindness was tied to the other effects for 15 seconds. Would still allow for bursts of slugging for pressure, and prevent Background Player sprints to score an instant flashlight save, but wouldn't be a hopeless case for long-term slugs. Also, even with swf it can take a short time to describe where you are to your team mates, those first few seconds are actually easier with an aura than with voice chat, so it would still have some impact on swf while being less oppressive against solo.
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So every time you're about to die, or every time you think you're not going to escape, you can just DC. Then you only get positive MMR, and every survivor will be top MMR.
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Onryo could skip quite a few steps when she tunneled with her power. Not a single hook needed to be made, similar to old Pig.
That doesn't mean tunneling isn't a problem with other killers, but it does mean it's a bigger problem with her.
Same way 3 gens were a bigger problem with old Skull Merchant.
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@saym said:
It is really a pity. There have been suggestions for new game modes on the forums in the past, but why did they choose this mode, which is the most boring? We have already experienced this mode with Dredge and it is not interesting. Also, the fact that it's dark means it's not suitable for streaming, and it won't be exciting for streaming.
- 5v5 -
• Two teams of 4 Survivors and 1 Killer face off to control the Generators
• Capture the Generators by moving Generator progress towards you team’s side in a tug of war gameplay
- 2v8 Party -
• 2 Killers against 8 Survivors
• Hooks are removed, but Cages of Atonement prevail
- Hide and Seek -
• No Generators
• No Hooks, only Moris when downed
• Stay alive for 5 minutes to escape through the exit gates
• Auras are revealed every couple of seconds
- Tag -
• A random Survivor is picked to be the Killer
• Down a player to swap roles
• Survivor 5 minutes and Escape
- Zombie Tag -
• A random Survivor is picked to be the Killer
• Down a player to swap roles
• Once a Survivor turns to a Killer, they cannot turn back
• Keep playing until only one Survivor remains
- Swapped Perspective -
• Killers plays in third person, while Survivors play in first person.
- Deceivers -
• Survivors work together to complete tasks before one or more “Deceiver” can kill everyone without being discovered
• Played in rounds with voting in between
- Disgustingly Scary -
• The Fog is thicker and shrouded in darkness
- Luck of the Draw -
• Start the game with randomized Perks and Items
- Giant -
• Sizes are altered! Killers are turned into giants, while Survivors become tiny
- Bumrush -
• More Generators spawn on the map
• Everyone moves at double speed
• Survivors have 3 lives from which they revive after a 20-second timer
- VIP -
• When the Obsession is killed, everyone dies
• Only the Obsession can open the gates for everyoneurvey to FINALLY get some alternatives to the stagnant, old and boring gameplay we have been used to for 7 very long years now.
Additionally, BHVR has said in the past that splitting the matching mode could split people up and slow down matching, and that they have no plans to split the matching mode into two: casual mode and ranked mode. However, now that the number of active users of DBD is decreasing, why do we divide the mode into two? If this is possible, it would be better to create an unranked mode and a ranked mode for a limited time, and give titles to the top players in the ranked mode, which would increase motivation.
The only decent ones here are Hide and Seek, Random Perks, and Disgustingly Scary, and we're basically getting the latter.
I never understood the appeal of throwing loads of killers into the same game, or anything goofy like tag or giant models.
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They confirmed that often, any changes for the patch launch are already decided before the PTB, but that feedback from the PTB will influence their decisions for changes in the next update.
Many of the recent chapters have had additional updates a few weeks after they go live, which are based on PTB feedback. Look at Xenomorph for example and their tail attack cooldown.
Basically, they lag a few weeks behind. After all, major changes have to be implemented, tested, and then submitted to Sony/Microsoft/Nintendo before they can go live for all platforms.
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Hooks are a resource you need to manage, that's what makes the basement hooks valuable.
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"Proxy-Ranged-Face-Campers"
That's a new one to add to the list along with:
"Camping gens"
And
"Tunneling all survivors at once"
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@Alice_pbg said:
number of traps has no impact on the number of searches.
the key is in a specific box from the start. just gotta find it. you got unlucky.
This is how traps used to work, but it was changed some time ago to what LordGlint said above. No matter how many traps are in play, they always have a combined total that averages to 3 searches per trap.
4 traps = 12 searches
5 traps = 15 searches
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3634416#Comment_3634416
It’s not like the devs decided to now bring Alan Wake over another license… like.. it’s not ‚either or‘, it’s just one addition that is not taking a spot as we don’t really have finite spots at this point…
This is true, but in my opinion the game is oversaturated with survivors. We have too many survivor perks, most of them arent all that good. We definitely didn't need an original double-survivor chapter last year (could have simply been a legendary skin) and we don't need extra survivor chapters either.
It probably would have been better if we we got Nick Cage as the counterpart to Chucky, and saved Alan Wake for a full chapter with a killer.
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@jmwjmw27 said:
I can empathize a lot with you, OP. If you play this game a lot and try to introduce friends, they are matched up to you, and they will likely get stomped, and/or tunneled out as a weak link. I watched the same thing happen trying to introduce friends of mine to the game and there's not really much you can do unless you have 5 people and want to mess around in custom games.
You don't need 5 people for custom games.
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He's horrible to play on controller, and those on PC who can use his power effectively get annoyed by turrets.
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If you're ever introducing new players, always start with custom matches.
It's horrible being slaughtered when you don't know what's going on, don't know how to do anything or find your way around, and can't hit skillchecks.
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STBFL is certainly quicker than typing "Save the best for last". I have no idea who would say "Ess Tee Bee Ef El" out loud though.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633885#Comment_3633885
Just because you don't like it doesn't mean you have to belittle it and dismiss people who do like it.
Who am I belittling? Are you Alan Wake?
If the Alan Wake chapter came with a killer it would be a different matter.
Hardly anyone would have bought a chapter that came with just Adam Francis and no Spirit for example, or just Quentin and no Freddy.
Without the prior knowledge and fandom of the IP, it's just so lacklustre.
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@CrypticGirl said:
I wish it would make the hatch spawn closer to the last Survivor (unless a hatch offering is played, of course). I hate hatch offerings, because they also let the Killer know where it'll spawn...
Hatch spawn location is set at the start of the match, so this won't work.
It would be good if certain perks were influenced by Luck, such as Dramaturgy, or if something like Reactive Healing recovered a larger percentage with more Luck.
And of course I second on affecting items from chests.
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@C3Tooth said:
I think the current escape rate is about 40%. And top SWF has 15% more escape rate than the bottom Solo. I think its around 32%.
Solo is only able to escape based on killers' mercy.
The highest survivors have a 15% lead on the lowest survivors.
That doesn't mean all solo's are at the bottom at 32% escape rate. It's a bell curve like any population data, the top and bottom are extremes, the vast majority are in the middle.
My own solo escape rate is around 40%, and I'm not a pro, so I don't believe the majority are lower.
If the average escape rate is 41%, then that largely applies to solo survivors as well. You'll probably find that the solo escape rate average is about 39%, and including SWF is what bumps it up to 41%.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633891#Comment_3633891
You're ignoring facts. I'm not the only one talking about this. The fact is you're ignoring the amount of people who have been providing feedback of hitting the 8 gen limit numerous times on the ptb feedback forums. I'm just providing video evidence that hitting the 8 limit isn't some incredible miniscule small chance of happening, it happens quite often, and with perks like surge, you can literally lose nearly half your allotted charges within mere seconds. THAT is a fact. We are supposed to be here to share feedback, not silence it.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633887#Comment_3633887
If a killer wants to just camp a gen, as you said, it'll probably be a loss for the killer since they can push other gens. Part of the game is one side taking advantage of poor decision making from the other side. Sounds like nothing needs fixing - let the survivors take advantage of that. No reason to put in some restriction on how the killer wants to play. If the killer wants to plan poorly, that's on them. The downside to this concept though is some gen spawns are incredibly bad, such as dead dawg where a gen is at the gallows, and two in the field (if that spawn happens, i usually just let the survivors win, it is too unfair). The killer literally can hold that indefinitely (DEPENDING on the killer). Vs 4 survivors, they should be able to slowly chip away at the 3 gen, but it's a super long drawn out boring situation. That's what BHVR understandingly wants to change. The issue here is how the gens spawn. So yes, survivors will "eventually" win vs a 3 gen camper, but it's too long and exhausting. The answer is adjusting gen spawn logic, not nerfing all killers across the board and tying one hand behind their back.
Anecdotes are not facts when it comes to how statistically likely something is.
If the DATA says it's rare, that it's an outlier. That is a fact.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633704#Comment_3633704
First, thanks for taking the time to actually review the footage instead of just making blanket accusations of "obviously a 3 gen killer" like others have. Kudos!
Anyway, I'm basing it of the DAMAGE EVENTS on the upper right, so I wasn't counting the failed skill check. I didn't point it out here because I forgot (I pointed it in the original post), but I was counting the grab at the beginning as a surge hit because under normal circumstances, a lunge like that would have been an expose down, not a grab for some weird reason (client\server confusion, I guess). That's the 8th. I wanted to avoid a grab so I'd get surge value. The game just said NOPE. XD
My point I was making is that reaching 8 isn't some "incredibly rare thing" that happens and that even a LOWER number was initially thought of as being incredibly super rare but "8" to be safe isn't actually realistic in a match. Remember, they said their actual target was under 8...that under 8 is incredibly rare (whatever that might be....6?) and 8 was a "buffer".
For The Game, it's 8 surge\kick events, but 12 if you count the locker grabs because again, under normal circumstances, those would simply be a down and trigger surge. It's just happenstance they hopped into a locker (not all survivors are smart enough to locker to avoid a surge hit, so kudos to them...but that's a rarity). Also, the statement that kicks would have been more effective doesn't come into play here. The gen would have less progress, but the amount of regression events would not change since they never did a tap and go. I leave gens, so they always have 4s+ on a gen. Again, both scenarios are showing the same thing. BHVR says that their initial number UNDER 8 gens is incredibly rare (I'm guessing 6?), but to be safe, they bumped it to 8 so it's super super super rare to happen...AND that it would ONLY happen in a 3 gen situation. All 3 of those videos show this simply isn't true. The fact is, this new change absolutely IS affecting killers who are NOT just camping gens from the beginning of the match refusing to do chases, and that 8 regression events is NOT a super incredibly rare situation that only happens when it's a 3 gen camp.
Here's the kicker though of the point I'm trying to make. In ALL of those matches, I hit 8+ regression events (again, the outdoor map that grab would have been a surge if it wasn't for client\server desync). That is with me only using a SINGLE regression perk - just one....and no information kick perks. If I had been using other regression perks, or making good use out of stuff like Nowhere To Hide, it would have been hitting 8+ MUCH faster. Just for an example's sake in the ones you types out, if I was using eruption, I would have capped out on the center gen about 4 minutes into the match (if you ignore the desync, 6 minutes otherwise) which very well could have changed the outcome of the match (as the gens are far spread out and a slow m1 killer takes a long time to get to the outer edges), all while I was never 3-genning. That's a problem. This absolutely 100% affects non-3 genning killers.
Now, I'll grant you, those survivors were in a losing situation - absolutely. You are correct, there. However, I'm not comfortable with survivors getting outplayed, or survivors making terrible decisions, and the game responds with an automatic killer nerf baked into the match because of that. What we are essentially doing is giving free catch up mechanics for poor decisions for the survivors. That's like giving basekit NOED to killers. Killers didn't play well early on and made poor choices? No worries, can still get a free leg up in the endgame. (not a fan of NOED obviously, ha). Remember, this was only support to hurt 3 gen killers who camp from the beginning and never chase. It's not working out that way.
TLDR;
Essentially, this heavily discourages killers from using kick information perks entirely, because if killers are simply running surge only and hitting 8 regression events (or even near 8 events) in normal non 3 gen situations, then there is absolutely NO room for kick information perks or additional regression perks...as if they do, they will absolutely breach the 8 limit fast. At the end of the day, this change negatively affects killers who specifically are not 3 genning. THAT is my point. Killers will be discouraged from using info kick perks, more than one regression perk, or have to stop to plan out "should I kick that gen?" when they could just freely do so before. Killers already have enough to balance on their plate. No matter how one could say "well the survivors were losing anyway" or "killers are overpowered anyway" or whatever else one might come up with, at the end of the day, non-3-genning killers are being ACTIVELY discouraged from playing as they normally would (info kick perks, seeing a gen and feeling free to kick, wanting to use perks like eruption, etc...). That goes beyond the scope of "this will only affect 3 gen camping killers who don't chase", and that's my point. Not if the survivors would have won or lost anyway...the point is this nerf is out of scope...beyond its intended target. As BHVR said earlier in this thread, now killers will have to be more mindful if they think they should kick something. That's a global statement to all killers...not 3 gen camping lame ones.
Now, confession time. I'm mostly coming from the POV of someone who mostly plays M1 killers. Most M1 killers can't afford to leave the central area of the map. Gens are just too far away to reliably defend. While other killers have sprints, teleports, and so on, killers like myers\GF\pig\trapper and such absolutely cannot afford to run off to a gen off in a far corner. Staying central and not doing extended chases are mandatory, and they are highly susceptible to being bullied. That's why on the Xeno, I feel I don't even have to stay central, I can just use the tunnels to get to even far away gens. His pressure is map-wide. M1 killers don't get that. They depend on gen control perks to buy them time to even do chases, as their chase power is abysmal. If BHVR's whole goal is to eliminate gen control as a killer tactic and purely go on chase's alone, the M1 killers seriously need some reworks. They can only afford to do short chases. This change really hurts their ability to control gens which leaves them holding the bag vs the rest of the killers who are more chase capable. This, I feel, is because m1 killers are strongly encouraged to stay centralized in the map, as the gens incredibly far away just aren't feasible to defend. If this change goes live, then M1 killers need options to spread themselves out further more viably. If we truly want to stop the 3 gen situation, then kicking m1 killers while they are down isn't the answer, reconsidering map design and gen placements is - or at the very least let the m1 killers branch out easier without being punished.
Thank you for coming to my DED talk.
Personal note - thank you once again for engaging in an actual productive discussion. You have my gratitude!
My point I was making is that reaching 8 isn't some "incredibly rare thing"
You have been informed by BHVR staff who have the game stats, that it is.
You are literally denying facts.
Your experience is yours alone, your arguments are anecdotal. You are 'rare'.
The vast majority of the PTB feedback is that 8 events is perfectly acceptable and almost never becomes an issue. You are an outlier.
Employ some self-reflection and consider if you actually 'need' to keep kicking gens as much as you are, or maybe try hooking the survivors you keep downing with Surge, instead of slugging them.
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As far as licenses go, I'd still like to see Candyman to round out the classic icons, and I think a Doctor Sleep chapter could be cool, with Rose 'The Hat', Danny Torrence, and the hotel map.
Art the clown would be welcome too.
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633518#Comment_3633518
Completely disagree, out of all the IPs they could have picked, Alan Wake is probably the most fitting one they could have added to DBD in just about every aspect.
I mean, for anyone who hasn't played it, he's just a very plain, boring looking guy, with mediocre perks.
It's not exactly two-way license deal. Some Alan Wake fans might try DBD but no one is going to go from DBD to Alan Wake from this.
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It really should cap at 24 hours max, the idea is to allow survivors to 'cool down' and force them to take a break, there's going to be no real difference between one day and three.
And depreciate incrementally rather than all at once, so that in your case having come back after 2 days (1 day ideally) sone of your dc counts would have expired so you'd maybe get 30 mins for the next one instead.
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@BubbaChain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620664#Comment_3620664
But I am saying they need a seperate power as well. Demogorgan and chucky are pratically the same except demo can teleport. but xenomorph has the exact same teleport ability as demogorgan but he instead has the same power as the nemesis, too similar. Spirit is very similar to nurse, Blight is very similar to hillbilly but instead you have to run into walls and you don't insta-down players. Oni is also similar to billy, except you collect blood. It might just be me that thinks this but i personally love the killers they add but I don't think they can think of new ideas forever. (unless they add more features to the game, to which the game will get overloaded and will feel completley different.)
Have you ever played Demogorgon and Chucky?
