Seraphor
Seraphor
About
- Username
- Seraphor
- Joined
- Visits
- 9,011
- Last Active
Comments
-
Spend time healing. Or you spend no time healing and then get an instant heal in 60 seconds.
Is the same logic as Second Wind/Renewal.
You use that time doing something else.
What's more is that these two perks synergise. By healing one survivor, you charge up two instant heals for yourself. Throw on We'll Make It and a decent medkit and you get 3 heals in about 5 seconds; the heal on the survivor you just unhooked, the heal the next time you get unhooked, and another heal the next time someone tries to heal you.
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3835594#Comment_3835594
I think it would be nice if they replaced the exposed with aura reveal for a few seconds.
Also a good idea. It would better indicate who made the unhook and allow you to track hookstates.
-
I don't think it needs the Expose, as that's just going to encourage proxy camping. It also doesn't really help when the killer is both tunneling AND camping.
If it loses the scream as well... well as someone who likes to spread hooks and is usually disappointed when I eliminate a survivor too early, I'd appreciate the telegraph. If not survivor hookstates on the killer HUD.
-
Yay!
Aww...
-
Agreed.
Unlike the anniversary where cakes are useful all year round, the Halloween event gives you offerings that can only be used during the event, and if you're spending bloodpoints at the same rate as you earn them, you end up with far too many event offerings than you can reasonably use. One game gets you around 5 offerings.
Those offerings take up slots for other items. When I've been trying to get specific add ons, where I would usually see one every 5-10 bloodwebs, now it's every 20-30 bloodwebs. What would cost me about 100k per add on is costing around 300-400k per add on. Which is far more than I can earn in a single game.
-
This is a really important thing to learn.
It can be difficult to work around in solo queue however, because you need to tread carefully around your team mates.
For example leaving someone on the hook too long when you can't communicate your plan to them can easily result in them attempting a self-unhook. So there's another layer of inherent risk when dealing with solos.
But I will typically leave someone hanging while I: open the exit nearby, stop their gen regressing, finish a gen thats 80%+, and mostly, while the killer makes their way across the map.
The worst thing you can do is unhook someone immediately. The killer will just do a u-turn straight back to the hook, and that hookstate will have bought no time whatsoever.
-
@hxp said:
The big issue with these statistics is that killers often grant the hatch or even let all survs escape. Track your own statistics as survivor and you will notice that the "official" numbers are bullshit.
And survivors also give up on hook. Or fail to make easy rescues. Or go afk. A lot. (Are you counting these in your 'personal' statistics)
Yes these figures will never be truly representative of players intentions and behaviours, but there's no logical way to draw any conclusion as to which way the scales are skewed, if at all.
An approximation based on data is the best we can get.
-
It's just an animation.
Killers have been trying to 4K since forever. If the mori has even had an impact on how often that happens, it's only a temporary one due to the finisher mori being a new feature. The novelty will wear off.
-
If we're complaining about our opponents abilities being "un fun" then we also need to look into removing flashlights and sabotage.
I do think it's more of a solo queue stomper, but the question is how do you solve that without nerfing the perk into the ground. It still needs to make finding dying survivors more difficult, that's it's entire shtick.
It could potentially get the NOED treatment. It reduces the range at which your aura is revealed to other survivors, gradually increasing as your bleedout bar goes down. Say from 8 meters up to 32 meters.
-
She ran Rancor with NOED. She already wasted a perk slot because NOED supercedes Rancor. And the double mori could be accomplished with an offering anyway.
This 'combo' is inefficient and doesn't do anything you couldn't do already.
-
@UndeddJester said:
I think the fact that Object of Obsession reveals the killers aura, and Spine Chill would only activate gives it enough of a difference.... but that said...
An alternative might be that Spine Chill activates while you are affected by Killer Instinct... that would be very thematically on brand and the only tool in the Survibors arsenal that is affected by Killer Instint
If you buff its effect to 10%, that would be something that might actually be worth considering.
The issue I have here is that Killer Instinct is specific to Killer powers. It's not only going to be very niche, but there's never going to be a case where you won't already know it's in play.
If Legion has his a survivor and they’re in deepwound, then you know you're revealed by killer instinct. If you're next to a demo portal or Victor, if you've hit maximum infection against Wesker, if you hit 7 tapes, if you reveal Ghostface.
Aura at least is mainly perk related which means any killer can use any of them.
-
I suggested exactly this.
Or rather I think Spine Chill could drop line of sight entirely and only activate with aura reading.
It would make it a useful tool for learning what aura perks are in play, and how they work in general. But that could get confusing if line of sight also activates it.
-
@smurf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832641#Comment_3832641
This is my feeling exactly. Also, as killer, I never slug for 4k, but I find it pretty easy to get the fourth if I want it because as killer I have a huge number of advantages.
Also, that's both accurate and hilarious about the fifth gen repairing itself. Thank you for that :)
Exactly. I don't even mind when I'm an M1 killer and the 4th kill is basically a coin toss. 3Ks come easily enough that if the last survivor gets the hatch it really doesn't matter, I'll probably win the next coin toss anyway.
I'd much rather score multiple hooks per survivor than an extra kill.
-
The option to play with voice chat already exists.
There are a multitude of discord servers out there for finding SWF team mates.
The problem with baking it into the game itself is that it would become expected to be used. You introduce a new reason for survivors to dodge, grief and sandbag each other, "they wouldn't unmute" or "they muted me", and so everyone who doesn't opt in to voice chat is handicapped even more than they are now.
Then if the increase in voice chat ends up havingba tangible effect on kill rates, we end up with killer buffs to compensate. Which again results in those who opt out of voice chat being handicapped even more than they are now.
-
what should the killer do? Hook the 3rd survivor and gamble the last person finding trap door
Yes, that's exactly what's intended. That's why the hatch exists. So that the last survivor has a fair but random chance of escaping.
You're not supposed to be able to guarantee a 4th kill simply because you already scored 3. That's not how things are supposed to work.
That's no different to saying: "why doesn't the 4th gen just automatically repair a 5th gen instantly? What am I supposed to do? Just repair a 5th gen if I want to escape?"
If you want your 4K, you need to earn a 4K, you need to find that hatch before the last survivor does, or find the survivor before they find it.
This scenario is already in the killers favour. You have two solutions to the problem (finding the survivor or finding the hatch) and you are faster than them, particularly if you're playing a killer with higher mobility or info.
-
You're not supposed to be able to wiggle off. Not without the use of perks or other survivors sacrificing themselves.
You realise how unplayable killer would be if the survivors you downed could wiggle off even semi-reliably? It would be like if Merciless Storm was basekit and failing the check took off 50% repair progress.
Wiggle exists to force the killer to take you straight to a nearby hook, instead of carrying you around the map and into the basement every time.
-
@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831612#Comment_3831612
It really does in fact matter. If basekit unbreakable was 3 minutes in this scenario, I can't imagine any player who would want their teammate effectively out of the match for two whole gens worth of progress when they could spend a fraction of that time picking them up and resetting to continue a quicker progression of gen completion.
If it meant they were out of danger, they definitely would.
And would a 3 minute Unbreakable make any difference? The bleedout timer is 4 minutes.
-
As someone who plays chill killer, if a survivor is begging to be hooked at the end of the match when the exits are open, they'll get hooked.
Survivors give themselves up in good faith so rarely that it's not something to pass up, would be insultingto them if I did. They give up as a tantrum quite a bit though.
-
@HolyDarky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831590#Comment_3831590
But why should you use this perk (I think it is a super quick suggestion from you, so it might be not perfect which is okay) over Of The Record? OtR hides your aura for 80sec even when healing or working on a generator which is a super long time for a dbd match and still protects you against tunnling and gives you stealth by reducing your grunt of pain to zero.
My point is that if the developers ever introduce new aura blocking perks or buff other perks with an aura blocking effect, it should be a healthy one and not an unhealthy one just because some players are a bit sensitive when it comes to aura perks. I also suggest that Bite the Bullet could get the aura blocking effect to become more popular but also healthy since it only protects you and your teammates in your weakest moment and this good and fair. I'm not against a rightful amount of healthy aura blocking perks but I'm against unhealthy aura perks that hurt the game and the already - sometimes difficult to play - SoloQ.
Because it covers different scenarios, which is the point of variety.
You can always crunch the numbers and declare one of them 'technically superior' and drain all the fun out of the game if you want. And this idea could always be improved. Maybe it includes cleansing totems snd unlocking chests too. Maybe it applies to other survivors healing you or being healed by you as well.
But there's a difference between 80 seconds of aura blocking and permanently blocking auras in a certain situation.
What exactly is 'unhealthy' about situational aura blocking after you've given up 2 hook states?
-
@Dreamnomad said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831605#Comment_3831605
It would still be faster for other survivors to pick each other up. The timer is negotiable. But slugging as a strategy needs to go away. Killers need to be incentivized to pick up survivors within a reasonable period of time. Forcing players to spend up to 4 minutes of their time spent bleeding out is just unacceptable. I don't know why it has been tolerated for this long. Some pity points isn't a solution.
Doesn't matter how fast or slow it is. Survivors will leave each other on the ground to gen rush if they're able to do so.
If there is a survivor able to make a rescue, that's the play that needs to happen.
-
@Dreamnomad said:
Better than a kick to the balls but hardly a solution. An actual solution would be for survivors to be able to pick themselves up. For fairness to the killer, it should take time. Like once the survivor reaches 99% healed, the survivor can crawl while adding progress to a timer. After 30 seconds or so then the survivor can pick themselves up. Killers could still slug but it would only put a survivor on time out for about a minute. That would be a proper solution.
And would remove any pressure for other survivors to rescue them, after all they'll get themselves up eventually anyway.
Which was the problem with the basekit Unbreakable PTB.
Slugging exists for a reason, to generate pressure when it's not advantageous to hook. So regular slugging throughout the course of the match shouldn't be punished.
The problem is entirely; slugging for the 4K, and bleeding out to grief.
Both would be solved if the ability to pick yourself up only activated when all survivors are down. If all remaining survivors are in the dying state, one of them can get back up. After all there's no pressure to steal from the killer because there's no one else to pressure.
That would be a fair solution.
-
@Toystory3Monkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831525#Comment_3831525
would be nice if new players were locked from matchmaking (unless they accept SWF invite) for a while and could only play bot matches (where you could still progress and earn bloodpoints/pips) until a certain milestone. just so to confirm they arent completely clueless and get at least a few dozen hours of experience before thrown into the real games.
I don't agree with that. The single-player/training should remain optional, for cases where experienced players are on a new account, or when friends start playing the game and want to jump straight into playing SWF, as SWF can be a decent learning tool in itself and this only hinders their own friends.
Just have it telegraphed well enough with a decent reward so entirely new players are still funnelled into it.
-
@HolyDarky said:
Sure and then the survivors with zero hooks sit on gens while their dead-on-hook teammates get chase. The reason why Distortion does not work with generators is to avoid these situations.
How about making a perk as a foil to Sole Survivor? Rather than charging with sacrificed team mates, it charges based on your own hooks.
- After your first hook, your aura can't be seen while healing.
- After your second hook, your aura can't be seen while healing or repairing a generator.
With Distortion (rightfully) nerfed, it would be good to have more variety in aura blocking.
-
@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831479#Comment_3831479
for sure, but you cant mess with gameplay in the name of "guidance". If I found a nice angle to stalk from as Ghostface, I wouldn't want a glowing neon arrow with a message saying "Break LOS from this guy right here". I feel like this is why they have the system they currently do with the loading screen messages. Those provide useful information against that killer for the first few times you face it without interfering with the match itself.
The problem is... there's so many killers that's it can be hard to remember them all unless you're like me and try playing as them all. Killer updates make this situation worse.
There might be too many killers to effectively cover in training/content. However more could be done to teach new survivors the basics, so that when they encounter a new killer they have something to fall back on.
Currently you get one go through a few training exercises, a couple of bot matches, and then you're thrown to the wolves. That's nowhere near enough to actually learn how to play the game.
There should be a modest single player campaign. A gauntlet of about 15 bot matches that pit you against the first 5 killers (which have bot programing already thanks to 2v8) on the five core realms, with increasing difficulty owing to the killer gaining more perks, taken from the pool of their own perks plus the generic ones. E.g. match 1 is Trapper on Shelter Woods with Agitation and Brutal Strength, match 2 is Trapper on Suffocation Pit with Agi, Brutal and Unnerving, match 3 is Trapper on Coal Tower with Agi, Brutal, Unerving and NOED. Match 4 is against Wraith... and so on. And you only move on to the next one after you've escaped.
This would expose you to perks like Tinkerer, Nurses Calling, Huntress Lulaby and NOED. All of which could be safely highlighted without negatively affecting their opponent. It would teach survivors how to deal with a range of different killer powers, traps (trapper), stealth (wraith/tinkerer), ranged (billy/huntress), anti-loop (nurse), exposed (NOED) and Hexes in general. That's enough to get the fundamentals.
Make it repeatable. Give it a modest but fixed bloodpoint reward (from 5K up to 15K per match depending on the "difficulty"), with a one time 250K reward for completing all 15 for the first time to set them up with some perks.
-
This is how all cosmetic sets in DBD work, and always have.
All Very Rare's are 400 per peice, or 1200 total, but if you buy the whole set at once it's discounted by 10%, making it 1080.
It IS 1200 if you buy the peices separately for 400 each.
-
Are we calling GoJ killer-sided now?
I see an easily defended 3-gen with the Ruin totem right in the center.
-
Lately, particularly during events, I've been playing chill killer matches with the intention of either; letting everyone go, or just killing one survivor (usually the cockiest or the one who tries their luck hanging around the exit gate).
I don't 'farm', I still try or give the impression I'm trying, but I will track hookstates, and leave room for rescues, so that I can try to get my 8 hooks before anyone's dead. Sometimes this requires trying my best anyway, others I have to hold back so I don't dominate too much.
I'd say about 50% of the time this doesn't work out because survivors either give up on hook or fail to rescue their team mates.
I watch survivors die on their first or second hook from halfway across the map. And then there could be a game where I think everyone's engaging and I have some more fun by downing but not hooking those on death hook, giving room to rescue the slugs, but they bleed out anyway.
Even when I am trying to let you win, you still lose.
So yes, most of the time survivors lose because of their own actions, whether it's selfishness, stupidity or cowardice.
The even sadder thing is that this is making 'playing chill killer' less and less appealing. If my efforts to facilitate a fun and fair game aren't appreciated and end in survivors giving up anyway, what's the point? I find myself playing killer less and less because it's not fun when everyone gives up. So that's one less chill killer for you to face and it's more likely you'll get a tunneler instead.
-
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831245#Comment_3831245
This is making light of actual issues though, and missing the point entirely. I can tell you barely play survivor, and why would you if you want to win the game occasionally.
Saying "balance is at it's best" is completely tone deaf to the huge issues the current game has. Balance has steadily been shifting in the killer's favor for two years now, and that's been the stated goal since the devs are pushing for 60% kill rate. An arbitrary number picked out of a hat, that a lot of killer players didn't really care where it came from because it had meant a ton of buffs and changes to allow killers to win more.
Balance is the issue here. Trying to claim it's "skull merchant mentality" is insane. That killer has a 68% kill rate, and that doesn't include any games with a disconnects or games with people dying on first hook. That means the killer wins their games TWICE as often as the survivors they face. That's completely insane for a PVP game. It's a huge indicator that game balance is in a terrible place alone.
But having survivors giving up more frequently is another indicator that game balance and game health are in a terrible place.
OP nailed it: camping, tunneling, and slugging are out of control. Survivors don't feel they have any viable options to compete anymore with the cascade of killer buffs given out and seemingly endless survivor nerfs. We're nerfing distortion for crying out loud, that's how bad it's getting.
But having survivors giving up more frequently is another indicator that game balance and game health are in a terrible place.
It's also a self-fulfilling prophecy. Even if the game was perfectly balanced, survivors giving up at every inconvenience would still make it miserable and inflate kill rates, and then lead to more survivors giving up at the slightest inconvenience.
It may be a generalisation, but survivors seem to be more entitled than they used to be, always ready to give up because they think anything the killer does is unfair.
-
@Toystory3Monkey said:
skull merchant DC mentality being rewarded instead of extra punished lead to this, imo
people give up way too easy now because there's no actual societal pressure or in-game penalties for that. no system to punish clear bad actors, nothing. DC penalties are too soft and easy to bypass, otherwise there are no stakes in the match for survivors, even made up.
solo q, objectively speaking in terms of gameplay quality and balance is at its best, yet it feels the worst because of people being awful. wonderful.
This.
The tools we have for survivors are definitively improving solo queue. However player behaviours, whether it's killers tunneling or other survivors sandbagging or giving up too soon, have got worse and increased in fequency.
I see it mostly while playing a chill killer game. Actively trying to give survivors a chance to save, and just watching survivors die on first hook or bleedout on the ground when I'm nowhere near them.
But it doesn't have to be like this. I do get some good solo queue games where I'm able to coordinate with like minded survivors despite no voice chat. It's just that most survivors are either out for themselves, or they play wildly risky, dumb games.
-
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830866#Comment_3830866
i think tthe perk would just be better if it had no trigger requirement, you get hooked →healed. resurgence already does that with med-kits, i don't see why you can't do that with second wind.
That would make Second Wind automatically far better than Resurgence.
-
Hopefully never.
In game voice chat will not magically make strangers decide to cooperate.
But it will certainly result in a lot more harassment, children yelling hate speech, people blaring crap music down their mic, and encountering a ton of players who don't speak your language.
And by being integrated in the game itself it will become expected. 'Mute' survivors may be greifed or just lobby-dodged by others, and the game balance will shift to buffing killers in response. Players who don't opt in to use it will be worse off than they are now.
If you need to play with people you can communicate with, join a discord and play in a SWF. The option already exists. You might even make some friends.
-
@AhoyWolf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831032#Comment_3831032
If the Killer tunnels or just decides to hit you when you get Unhooked, the Perk is useless due to Deep Wounds, sometimes it's quite hard to activate which depends on your teammates (in solo q), or like you said you get hooked first, which just removes 50% from the Perk. If your teammate runs Resurgence (which is quite common nowadays) or another teammate comes to heal with you, good luck getting the progress fast.
It's either way too hard to activate, or it gets countered pretty easily by the Killer, when the Perk works tho, it saves a bit of time, which is nice I guess.
If such and such happens. Yes.
But I run it regularly, and regularly get value out of it. The wost case scenario doesn't happen often.
Just because you used it once and got tunnelled that game doesn't make it a bad perk.
-
How is Second Wind not a good perk?
You make one heal before you get hooked, and you get another full heal for free. It's a 100% healing buff, better than Solidarity.
It's been a regular in my loadout for a long time, paired with We'll Make It and Empathy and I can regularly get 2 full heals For 8 seconds of healing.
Yes it's frustrating if you get hooked first, but that's inherent to the perks design. No different to Deliverance or getting hooked with DS at EGC.
Getting partial progress when another survivor joins is annoying, but there's no way around that without making the perk busted. You could activate it with 1s of heal if it didn't go by charges.
Even with these limitations it's in a great spot.
-
It doesn't matter if anyone can prove their MMR. But taking it at facevalue, this is just the inevitable result of focusing on kills over all else.
If you rely on 'crutches' like tunneling and stacking meta slowdown perks, which is easy to do because everyone wants to win, and you will continuously increase your MMR faster than you improve your skill.
-
@OrangeBear said:
No, it's fine to have preference over which role you want to play.
Absolutely fine to have a preference.
But it's also right to incentivise players to play both roles. It's better for the player to learn how both roles work, and better for the game as a whole to have players equitably distributed between the roles.
And if that means those with a completionist attitude feel forced into playing a role they don't like, I think that's just a price you have to accept.
By it's very nature, if you're only playing half the game, you're not going to complete everything that's available. So you shouldn't get upset that the half you've chosen not to play (for whatever reason valid or not) stays uncompleted.
-
Hooking should already be incentivised. You get more BP from getting 8 hooks regardless of kills than you do from getting a 4K with 0-4 hooks, and killers don't actually want to increase their MMR if they can help it.
The problem is there's no feedback for that, and simply seeing a bigger number on the scoreboard at the end does nothing during the game itself.
What if the killers entity judgement was an active element in the match?
A new gauge on the killers screen that tracks the entities strength. It grows with things like interrupts, injuries, downs, hooks, and short chases, decreases with things like health states recovered and chases escaped, meanwhile hook rescues and sacrifices are neutral and moris/bleedouts are negative.
What the gauge does?
- The higher it is the greater the BP multiplier for all actions. So as it grows throughout the match the greater value the killer gets for all their actions.
- The basekit mori only unlocks after a sufficient amount of entities strength has been gained. Ideally at a level that requires a fair number of hooks to reach.
- EGC activation automatically increases it to max.
This would make it patently clear how the game is intended to be played in a way to maximise your score. Killers can still choose to play in different ways (slugging/camping/tunneling) but they will see directly that they benefit less by doing so.
-
@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3829724#Comment_3829724
Rather than base-kit, I think it should just become a general perk that every Survivor has access to and Laurie would just get a new perk. It should be buffed back to a 5 second stun and reveal the users Aura to their teammates for 10 seconds so they can try and coordinate help. I dont think it should ever be base-kit because too many people would try and weaponize it.
Anyways, perks I want base-kit:For Survivor:
- Self-Care. It hurts terribly when I see my teammates rush off into the wilderness in order to heal while I’m bleeding out on the ground or about to hit second stage on the hook. With it being base-kit more people could bring in Botany and help everyone get back in action faster. (I understand balancing will need to change so Killers can have a new slowdown that takes the place of current Self Cares slowdown, but that’s up to the Developers to figure out)
- Tenacity. While I’m all for Killers being able to play as they want within the games rules and not be disparaged for their choices, being a slug is not fun. So I propose an increase to crawl speed after being on the ground for 30 seconds. If all remaining Survivors are slugged, they get the option to bleed out faster after 60 seconds.
- Not a perk but I’m pretty sure that the Mobile Game has a toggle button that displays a rear view mirror for Survivors so they can see behind them while in chase. I want this in the main game. Even after 6k hours I can’t look behind myself and loop 😭😭😭. I dunno what’s wrong with my motor and hand-eye coordination 😭😭😭
For Killers:
- Whispers. It would help not waste too much time looking in empty areas. They shouldn’t have to bring in a perk just to know Survivors are near. I’d also take Spies from the Shadows as an alternative.
- Undying. Killers get one free transfer for a hex as base-kit to help when they spawn directly across a generator or on a hill like a light house.
- Shattered Hope. It should have always been base-kit.
Self-Care. It hurts terribly when I see my teammates rush off into the wilderness in order to heal while I’m bleeding out on the ground or about to hit second stage on the hook. With it being base-kit more people could bring in Botany and help everyone get back in action faster.
I would expect this to have the opposite effect to what you intend.
Making Self Care basekit is no guarantee anyone will bring Botany, but you will almost certainly see more survivors running off to corners to spend 45 seconds healing.
- Self-Care. It hurts terribly when I see my teammates rush off into the wilderness in order to heal while I’m bleeding out on the ground or about to hit second stage on the hook. With it being base-kit more people could bring in Botany and help everyone get back in action faster. (I understand balancing will need to change so Killers can have a new slowdown that takes the place of current Self Cares slowdown, but that’s up to the Developers to figure out)
-
I would add a range limit to it, maybe 16m, just so survivors aren't dragging a chase halfway across a map for a Head On stun, but so it can still be telegraphed opportunisticly when you happen to be nearby.
But otherwise yes, it would be good to have this perk viable outside of SWF.
-
It's ironic that the anniversary cakes, which retain value after said event, are hard to come by as survivor because they compete with medkits and toolboxes. Meanwhile the Halloween event drowns you in dousing rods that you can only use during the event.
-
@drsoontm said:
So basically tell to everyone if the killer is close to that hook.
There is a perk more efficient than this, to see killer's aura next to the hook. (Can't recall the name at the moment.)
On another hand, that'd make SWFs even stronger.
It wouldn't effect SWF because they already communicate this information.
It's one of the very few things that would bring solo queue closer to SWF without buffing SWF.
-
@Roaroftime said:
20 Aura reading perks and survivors had 1 mid perk to counter them which has now been ruined because killers moaned too much about survivors trying to enjoy themselves.
You mean: One bottom tier perk. Two mid tier perks. And a top tier perk which invalidated the other three until it was nerfed back to an upper-mid tier.
Off the Record and Shadow Step are still great perks, and new Distortion is still good so long as you are chased by the killer at some point in the game.
Sole Survivor is still very niche but it exists.
-
As a mirror myers player, I can unequivocally say that ALL bots have Wallhacks during chase. As soon as the chase drops they go back to being clueless.
It's not a per bot effect, it's a situational response to the conditions in the match.
Additionally, every bot with a flashlight will eventually stand still and attempt to blind you mid chase.
-
@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828864#Comment_3828864
I have used distortion, I know it can be strong and I do know it is also used (or abused?) by survivors who hide rather than interact. That is boring in itself and not fun for killer either… but there has to be a middle ground surely?
Well either way it doesn't matter now as they essentially killed Distortion so I guess the aura reading meta is in full swing now.
This is the middle ground.
30 seconds in terror radius vs 15 seconds in chase. They're different but not necessarily worse.
The former is better for survivors who want to hide constantly.
The latter is better for players who actually engage the killer in chase. It's also better against killers with small or no terror radius. And considering that aura perks are the stealth killers best friends...
As a Mirror Myers player. OtR was always my biggest nemesis, old Distortion was never a problem because I burned through it in 30 seconds and it never recharged. New Distortion however recharges quite easily against me, and it screws me over quite a bit
-
@Halloulle said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828829#Comment_3828829
"Once you start to identify when a killer has a perk that reveals your aura, you should be playing around it."
The problem with the myriad of aura reading that's in the game and that keeps getting added is though, that it's virtually impossible to tell if a killer has aura read or what prompted it. If it was just a handful of options - sure. I'd be 100% behind the "just play around it" angle. But in order to play around something you need to be able to reliably identify that something. Which you can't. - If they at least did it like in the 2v8 where you got the icon when your aura was being read by a killer, I'd say: sure, use your brain and figure it out. But as it is, nah
Distortion is still great for safely identifying what aura perks are in play, just how it used to be before it recharged tokens at all and was still regarded as a decent perk.
There's Object of Obsession if you're feeling a bit more confident, which isn't as risky as people think.
But I think we could do with more tools for this.
Spine Chill is pretty useless in it's current state. I think it woukd be neat if it activated whenever your aura was revealed by the killer. This way it becomes a tool for learning and identifying aura reads, which is fitting for a generic perk. Doesn't hide yours, but is always active so more consistent than Distortion.
As for aura blocking, we have a good spread between Distortion, OtR and Shadow Step now. We could do with a fourth option though, something like "hides your aura for 10 seconds after a generator is repaired" or "for 10 seconds after losing a health state", something to cover circumstances the other three don't.
-
Yes. More of the strongest slowdown perks should depreciate as survivors are eliminated. Would do wonders for tunneling.
-
That would kill all Hex perks overnight. Maybe only Plaything and Pentimento as slowdown would remain somewhat viable.
-
@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/431058/normal-cosmetics-for-gabriel-soma
It shows that Vittorio was made for as a thirst trap from day 1. His lore is secondary.
Gabe, on the other side, got the Haddie treatment: cosmetics that would make sense for him to wear, making his lore the first concern when designing him. The result is just a ton of same-y cosmetics.
The sad part? There was community skin for Gabe that I think looked awesome, but Jake won instead.
Given the reactions I saw, I wouldn't be surprised if Gabriel's was the next most popular option. But sadly there was a submission for Sable so she got guaranteed first place and knocked everyone else down.
-
@DeBecker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827468#Comment_3827468
Thats exactly NOT how MMR works.
Enlighten me then
-
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827636#Comment_3827636
The three I'm referring to are Distortion, Boon: Shadow Step, and Off The Record, and I'll explain what I mean a little bit to make sure we're on the same page.
The way I see it, each of the three viable (clarifying here that Sole Survivor is not a viable aura blocking perk, lol) aura blocking perks has a specific use case or two, and players should hypothetically be weighing which use case is most beneficial to them when choosing their perks at the loadout screen.
If they want to protect against Lethal or other early-game aura reading, and/or they want to protect from mid-chase aura effects, Distortion shines. It still starts with a token so it protects against Lethal, and it still hides scratch marks so it's great for fooling something like I'm All Ears or Predator. It's less good at protecting from random mid-match auras, like BBQ, but it still does that somewhat well.
If they want to be able to do certain actions (like generator repair or healing) with relative safety from mid-match random auras, like stated above, that's when Shadow Step comes in. It isn't good at protecting from stuff early on and fundamentally cannot protect from Lethal, but with a totem set up, you can do a gen or finish a heal with reasonable protection from auras. If that's your main concern as a player, you'd bring Shadow Step. Since this perk also hides scratch marks, it works reasonably well in chase, but its range restriction makes it more of a sidegrade to Distortion in that regard.
If they want protection while they're at their most vulnerable, to ensure they aren't sniped by a random aura after an unhook and while resetting, Off The Record is the best call. Since this is also an anti-tunnel perk due to its Iron Will and Endurance effects, it really shines in that niche but suffers for the other two use cases we've discussed.
Before the nerf, none of this applied, because Distortion did all of the use cases, and it did them all perfectly with no downsides. Now, it's still the most consistent and reliable, but there's at least some reason to consider the other two perks.
100% this
-
It doesn't happen if you escape

