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Seraphor

Seraphor

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Seraphor
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  • @Green_Sliche said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624241#Comment_3624241

    Yes I do. I also look at things from various points before making a judgement call.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624252#Comment_3624252

    Let me elaborate a bit here.

    If you happen to be regressing the same gen over and over ( most likely because the gen is either close to completion or currently has the highest progress ( other gens may also have high progress, just a little less than the one that gets regressed ) ) either by kicking it or getting a benefit from the perks, that does mean you are doing one of two your main jobs well, which in case you forgot for killers are - kill all survivors and prevent them from repairing gens.

    So here's entire picture - if you perform well at one job, it has to be downing and hooking survivors asap, because your potential of doing another job, which is gen defending, is constantly dwindling. If it happens that you manage to do both at same time, which gen regression perks exists for, you end up being punished for defending gens after wards. Downed a survivor and there was a gen with progress while you had a Surge Perk equipped? Yes, you regressed that gen for 8%, but in turn you used one out those 8 tokens. Why you deserve to get punished here? You did your job and got a survivor, isn't that what killer has to do? None of this is related to 3 genning situation that this change was ''supposed'' to deal with, it's a standard average game here.

    You won't be getting scenario where you found a gen at 99% progression rate and regressed it back to 0 8 times. You will however be getting scenario where you intentionally or not regressed a gen at less than 50% progression rate 8 times and now you have a gen that can't be regressed at all.

    What is 10% + 10% + 10% + 10% + 10% + 10% + 10% + 10% + 8 hooks?

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624002#Comment_3624002

    To repeate myself, i dont talk about the ballance. It is killer sided but that is not the big problem on this map. Problems are that it is full of (i mentioned some of the in the OP) design errors for a "cat and mouse" game. If this is good for survivor or for killer is not the main part of debate.

    I don't understand how it can "not be about balance" but still be somehow objective. You're simply talking about it "not being fun", which is entirely subjective.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624168#Comment_3624168

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624222#Comment_3624222

    I like the part where you came back to the thread but didn't reply and address what i said. Because you realize that once you take your belief that the game should be balanced around average players to its logical and final conclusion, that the truth is undeniable and nurse needs buffs.

    Come on. Everyone knows Nurse is a unique case. It was a bad faith argument that didn't warrant a response.

    If Nurse was buffed to a point where 'average players' could consistently 2K with her for a 'fair kill rate' at all MMRs, she would be beyond broken at mid-high level play, let alone the top 1%.

    None of this has been a good argument in favour of maintaining a 4 regression perk meta. I simply rolled my eyes and closed the thread.

  • @Green_Sliche said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624191#Comment_3624191

    It's still the same 10 - 20% regress on a same gen like before, but now at the cost of event tokens. It's nowhere 80% regress as you speak about because now survivor got a progress towards event token.

    Games where you slaughter people at 5 gens are still the same. Doesn't matter how you change stuff there. This change impacts close or even games instead.

    Do you understand addition?

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624135#Comment_3624135

    This has nothing to do with my performance. They put themselves in that position by 3 of them trying to play altruistic and putting themselves in danger. In my match, I let them get back up and heal reset and continued. You're projecting.

    I'm merely pointing out that 8 charges is very rare on a gen is nothing short of a myth.

    Except cherry picking a single example of a particular event does nothing to suggest said event isn't 'rare'...

  • @Marc_go_solo said:

    I'm quite excited for this! There are a lot of interesting changes.

    Generators: I never saw this idea coming and actually can see this working well for both sides in theory. In practice, the PTB will show for sure. I don't recall ever having to regress a gen 8+ times before as Killer, so if that's the case then this adds pressure to Survivors more, whilst also ending any frustrating final 3 stand-offs.

    FOV: Good all round, I believe. Can't assess the Perk changes well enough currently, but I can see Lightborn and Shadowborn going well together. Monitor amd Abuse is still useful, so overall good.

    Onryō: I personally love this. Jumping around TVs rapidly was something I missed with the change and the fact the curse affects all active TV's 16m radius will get some decent use.

    Hillbilly: ...... absolutely nothing bad with this change at all. Welcome back, Hillbilly! We've missed ya!

    Blight add-ons: Seems like fair changes. No real complaints here.

    STBFL: It will still have its uses and I don't see a 1% decrease per stack as a painful change. Besides, people may use a wider variety of Perks as a result, which is only good for the game.

    Grim Embrace: A nice change and I can see it used more. Helps earlier on in the game a little, halting progress and allowing the Killer to return to the chase with a bit more freedom.

    Quick Gambit: Not sure how this will get it used more, but I may be wrong. Interesting change which may be played around with, but I can see this Perk still falling into the background.

    Ruin: Fair change. No issues.

    Ormand: I'm all for change to remove heavy dead zones, so am looking forward to this.

    Overall, a good set of changes in theory! With the new Survivor coming out too, it should be an intriguing PTB!

    FOV: Good all round, I believe. Can't assess the Perk changes well enough currently, but I can see Lightborn and Shadowborn going well together. Monitor amd Abuse is still useful, so overall good.

    I'd expect that they won't work together. You can't be blinded if you use Lightborn, and you can't use the new Shadowborn if you can't be blinded.

  • @Green_Sliche said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624173#Comment_3624173

    Gens will be at 10 - 20% progression on average if you are playing against slightly competent survivors or those who don't waste time. Be sure that uncontrollable regression caused by certain perks will now punish killers while survivors are no longer punished by regression at all since now they are progressing to a non-regression-able gen state.

    Simply speaking - all gens now have 2 progression states. First progression is standard and involves gen being repaired from 0% to 100%. The new progression state is 8 regression event tokens. Now if you can't repair a gen for any reason, you will simply make it become unregress-able which means killer won't be able to defend it all, thus it can be repaired once killer leaves the area.

    If a gen has 10-20% progress each time you down someone with Surge, then you've regressed it by 80%, and probably eliminated a survivor, and the survivors attempting to repair it have probably ragequit in protest.

    We can keep going around and around this...

  • @Green_Sliche said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624158#Comment_3624158

    What makes you think that regression is applied on the same gen when it's like at 99% of total progression rate? A gen can be at 10% or so and still get continuously regressed, thus getting events used without not being really regressed much? The fact that you can get a gen that can't be regressed at all means you as survivor don't need to worry that much of gen being regressed so much because at some point you will simply get a freebie.

    Simply speaking your choice of generator repairing as survivor is no longer relevant. You will get that particular gen either done or enter the ''no-regression penalty'' state regardless which is still a win-win for you. There's literally no downside.

    If a gen is at less than 2.5%, then it won't cost regression events.

    You can down survivors 50 times, but unless a gen has more than 2.5% progress, Surge won't have spent a single one of your eight regression events on them.

    Simply speaking your choice of generator repairing as survivor is no longer relevant. You will get that particular gen either done or enter the ''no-regression penalty'' state regardless which is still a win-win for you. There's literally no downside.

    Or you'll be dead. That downside still exists, and if it's taking you 5 minutes to repair a single gen that's fairly likely.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624152#Comment_3624152

    Ah yes, one of the "it doesn't matter because it is rare" people.

    Let me ask, should the game be balanced around high level players or average level players?

    The tournament level players have always adapted to what the game has been. It has never been balanced at the highest level. This is why tournaments instill a host of restrictions.

    It should absolutely be balanced around your average players, if it wasn't, there wouldn't be a game to play.

  • @Green_Sliche said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624144#Comment_3624144

    Sure, lets punish killer more for using a perk and getting any benefit from it more and more.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624145#Comment_3624145

    Again, if I decide to get a benefit from Surge by putting pressure on weak link and getting it downed more often I end up punished for it. Very smart and productive change.

    How are you punished when you've regressed a gen 80% and basically won the game already with your 8 hooks?

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624001#Comment_3624001

    So rip high level games then? Watch a tournament sometime, there is a reason killers stack 4 gen regression perks there.

    What will actually happen though? The old build was:

    corrupt + pop + pain res + flex perk

    This gave you around 150-200 seconds of gen defense and a good early start with corrupt. The new meta will be

    Corrupt + deadlock + grim embrace + flex perk (probably nowhere to hide)

    This new one gives you 120 seconds from deadlock, and another 88 from grim embrace, bringing back to around 200 seconds of defense. And the better part is that it blocks the gen totally as well. Then factor in that they buffed the base kick amount to 5% and survivors can't gen tap anymore. This will be the new meta.

    Yes we get it only the 1% matter.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624032#Comment_3624032

    But perks like eruption are more heavily nerfed, because eruption triggers an event twice. Once for the kick, and once again for the explosion. So now eruption can be at most used 4 times per gen. Which is starting to get very limiting.

    Similar to Surge, if you're getting four invidual downs while defending one single generator, you probably don't need to worry about gen defence. For one, you've already defended it well enough if you've kicked it 4 times and scored 4 downs, and regressed it by 60%, in the time the survivors have been trying to repair that one generator. But additionally you've probably scored 4 hooks and possibly eliminated someone already, and if not, you have 4 more gens to go.

    I'm not a big fan of Eruption, but when I was using it, I was lucky to get 2 successful procs of it off per gen.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623909#Comment_3623909

    That's pretty much how I feel as well. The only part that doesn't sit right with me is that (even if only in theory) perks like Trail of Torment and Nowhere to Hide are also affected by this.

    But they're not affected whatsoever if you're not kicking a gen 8 times...

    I'm a huge fan of NtH, I like to pair it with CoB for better regression + info on stealth killers, but I don't think I've ever had to kick a gen that many times with it.

  • @Green_Sliche said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624079#Comment_3624079

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624082#Comment_3624082

    It's only the matter of time before survivors realize they can't gen tap. Once they do, they will simply ''counter'' the regression properly by repairing the said gen when killer is away and it's safe. 5% regression won't do much on it's own. As killer now you must either do a massive regression or end up doing the miniscule 5% and end up with a gen that is immune to regression entirely.

    Survivors are going to counter regression by... repairing generators sensibly...

    Oh the horror.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623999#Comment_3623999

    I have had 3 regression events within seconds of each before. That's nearly half of my charges gone for the entire match in under a minute. That's simply not scalable.

    https://www.reddit.com/r/deadbydaylight/s/kOOkEYxO5X

    8 Surge procs is 80% of the gen, that's pretty substantial. That's also 8 downs, so I don't think you'd need to worry too much about gen defence at that point. Unless you've specifically been avoiding a sacrifice, you've almost certainly eliminated someone.

    Also, as only events of 2.5% regression or more count. If a gen falls to 2.5% progress, those additional Surge procs aren't consuming regression events.

  • @Green_Sliche said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624032#Comment_3624032

    Those 8 regression events are easy to spend if you use certain perks or there is a hot gen that needs defending. 5% regression per kick means nothing and once survivors figure out they can't just mindlessly one tap gens, you won't be able able to defend such gens at all.

    You can't mindlessly tap gens as a survivor, you need to commit for 5 seconds, so no more mid-chase tapping.

    That means you won't need to kick gens as much.

    Also 8 procs per gen is huge. You don't kick gens 8 times, and 8 procs of Surge is 80% of the gen. It's also been confirmed that only regression events of more than 2.5% count, so if you have a gen at 10% progress and it gens hit with back to back Surges, only one regression event will count against it.

    You also shouldn't be running Surge with any other gen kick perks, they don't synergise.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623980#Comment_3623980

    You would be incorrect. The kick to prime eats a charge and the eruption exploding eats a charge. That's 2.

    I never said it didn't...

    Read it again.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623575#Comment_3623575

    Quick question: Do failed skill checks also count as regression events? I would especially like to know how this might impact Huntress' Lullaby.

    Look up

  • @ratcoffee said:

    a lot of people in this thread really failing to understand just how big the number 8 is, in terms of "number of times to blow up the same generator, as a killer"

    i highly doubt regression power will take anywhere near the hit you think it will. if you truly are going to be affected by this change, good tbh this is the change you deserve

    It might actually stop people falling into the trap of stacking 4 regression perks.

    You know, something people have asked for is a Exhaustion equivalent for regression perks. This kinda fits that niche.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623877#Comment_3623877

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623879#Comment_3623879

    You have to look at the big picture. If you erupt a generator 3 times in a match, then you could only use ToT on that generator 2 times. If that gen happened to also get hit by surge twice, sorry you're simply not allowed to use ToT on that gen, at all.

    You're procing ToT with the same kick that sets up Eruption. You spend one of your 8 regression events to activate both perks...

    Anyone running multiple gen kick perks, such as Nowhere To Hide and Overcharge for example, is going to similarly benefit..

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623746#Comment_3623746

    So if survivors do this strategy, your advice is to just “not to defend that generator cluster”? Does that mean the killer is supposed to just give up?

    How are you spending so much more tine and effort kicking gens instead of chasing and downing survivors?

    I swear you come up with some of the most bewildering killer-main takes sometimes.

    If I ever have to spend that much time on gens and not on survivors is almost always already a lost cause.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623763#Comment_3623763

    That is not actually true, in fact this might make it more viable as survivors to intentionally 3 gen themselves in order to get the killer in this scenario where they can no longer regress gens. And yes i know what you are going to say: "Solo queue, average survivors blah blah" you obviously don't play against the teams i play against and that is fine, but you really should try to understand how the game plays out for people with 5k+ hours.

    I'm sorry I'm not in the 5k+ hours club, I guess us measly 2.5k hours peasants are just clueless about the game.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623513#Comment_3623513

    Is anything going to be done about how fast the first few gens go? Part of the problem with 3 genning is in how survivors spawn and how the first chase goes. In my typical games as both sides, the flow of the game is basically dictated by how many gens get done before the first down. If no gens get done, the killer wins, if 3 gens get done, the survivors win, and if 1-2 gens get done the game is relatively balanced.

    The reality is at high levels, that during the first chase it is common for the survivors to complete 2-3 gens before the killer even gets their first hook. This naturally creates a "3 gen" in the process due to how the game is fundamentally designed, because survivors spawn opposite killers they tend to work gens on their side of the map naturally creating a 3 gen.

    Given that the game is literally DESIGNED in a way that killers are supposed to be stronger later and weaker early game, 3 genning seeming like an intentional mechanic to the game, not some kind of flaw. So i guess my point is again, is anything going to be done about early game basically being non-existent due to how fast those first few gens can go?

    3 genning is still a viable strategy.

    Any decent killer who does this doesnt need to kick their selected 3 gens 8 times to win this way. The vast majority of the time you will either secure all your kills or the survivors will manage to outplay you, well before you've kicked a gen 8 times.

    This only impacts those who relentless defend a gen at the expense of all other objectives, for a prolonged period of time.

    If anything it'll make defending gens easier. Your kicks inflict 5% regression, and survivors need to be able to repair for a solid 4.5s before they halt regression, so until you use up you 8 kicks, gens will be much more easily held down. So considering most don't make 8 kicks as it is, this sounds like a buff to killers who aren't Skull Merchant.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623692#Comment_3623692

    The “short bursts of repairing + excessive hiding” strategy also works at the very beginning of the game.

    And there’s no “just chase a survivor”, if the survivors are literally just repairing for only 4.5 seconds, then running far away until the killer has patrolled past the generator. Against many killers, the survivors can use their voice comms, or the visual terror radius, to excessively hide from the killer.

    Im already playing against many survivors that pre-leave generators at the first sign of a terror radius. This anti 3 gen mechanic just makes that the optimal way to break any 3-gen, at any point in the game.

    And another survivor strategy would literally be “hide around the map, and repair various generators for 4.5 seconds, then hide some more”. Imagine how frustrating it would be, as killer, to just patrol generators over and over, and never finding survivors, and instead finding barely any progress on any of the generators. This would be a valid strategy, because eventually the generators would become damage immune if the killer tried to kick them repeatedly.

    This method you keep parroting makes no sense.

    A kick will now inflict 5% regression or 20 seconds worth of regression. In order to deplete a gens 8 regression actions a survivor will need to repair 40 seconds worth (almost half the generator) before they start to gain any ground.

    Then you take into account the tine spent hiding and it'll take you upwards of 3 minutes to repair a gen this way.

    No one who isn't sandbagging their team is going to do this willingly.

    It's literally only useful in a stalemate situation where you're already forced (by the killers actions) to spend ages working on a gen.

  • Bots are already better than most other players in chase, do we really need them to be better at the endgame too?

    They exist to make it bearable when a player DCs, not improve your chances of survival.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623664#Comment_3623664

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623668#Comment_3623668

    Survivors can use the “short bursts of repair + excessive hiding” strategy, to break a 3-gen at the start of the game.

    In this scenario, the only generators the survivors are repairing are the 3-gen. And since it only takes 4.5 seconds to lock in generator progress (and it’s even less than 4.5 seconds if multiple survivors are repairing the same generator), if the 3 gen isn’t all in line of sight of each other, many killers won’t be able to patrol them fast enough to catch the survivors anywhere near the generators.

    You think survivors are going to waste all that time on the first gen?

    Survivors already do this, it leads to a stalemate or the killer eventually loses.

    If you're playing killer well you should be slowing repairs down by presuring survivors via injurying/hooks, not religiously kicking gens until everyone dies of boredom.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623165#Comment_3623165

    How are dead ends for example "opinions"? Or bumpy walls? Or that the main building is extremly bad when there is basiacally nothing in it? These are facts.

    The 'dead ends' are no worse than the corners of many other maps.

    The main building is far from useless, and the mess hall pallet can be fairly strong if played right.

    Bumpy walls? Is this a joke?

    I've lost as killer and won as survivor many times on this map. Maps in general are just not as unbalanced as many would like to believe. From actual kill rates, the most killer sided map has a 61% kill rate while the most survivor sided is 49%. That's not significant. For it to make a tangible difference in any particular game, you would need a 25% range. 1 out of 4 possible kills/escapes. As it stands, the killer you're playing against or whether or not you're in a highly coordinated SWF outrank maps in terms of impact on outcome.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623623#Comment_3623623

    Coordinated teams could purposely target the easiest generators first, and purposely leave a 3-gen for the end. In other words, a coordinated team might find a 3-gen, and purposely refuse to touch any of those 3 generators, until all the other generators have been repaired.

    I thought we were told this new mechanic would only punish killers that purposely tried to defend a 3-gen from the start of the game? This new mechanic can clearly punish killers, even if the survivors were purposely creating a 3-gen.

    That would be far less efficient than simply breaking a 3 gen early on like you should do as a survivor.

  • All of this sounds great.

    Except the wrong part of Ruin was reverted. Disabling on sacrifice is good, it's anti-tunnel. It just needs more impactful regression.

  • Panic Attack: You scream at random intervals throughout the trial, giving away your location and inflicting yourself with exhaustion for 40 seconds. If this happens while you're being carried by the killer you wiggle off instantly.

    Physically Inept: You leave no scratch marks when not in chase. Performing a rushed action or escaping from a chase inflicts you with exhaustion for 40 seconds. This perk is inactive while exhausted.

    Dumb Luck: While healing or repairing a generator, when you hit a great skill check, you have a 1% chance of healing/repairing an additional 10%. This then inflicts you with exhaustion for 40 seconds.

  • It's original

    Edit: guess I'm eating humble pie. I was sure I remembered them saying only 2 licensed chapters this year.

  • The kill rates range from 49% to 61%...

    That's not significant, you'd need a 25% difference to be able to discern this in live play.

  • Without basekit endurance, any hook made at or near endgame means a guaranteed instant tunnel. You can facecamp the side of the hook, and hit then the instant they finish the unhooking animation.

  • Friends to the End + Make Your Choice on a mobile killer can be nasty.

    I played one game as Dredge and it was just a ping pong match between 2 hooks on opposite sides of the map, one down after another.

  • There's no alternative to coordination, solo will always have these problems because when survivors try to do completely contradictory things, they screw each other over and they lose the game.

    Once you accept this and learn to play around it solo isn't that bad.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623034#Comment_3623034

    Can you explain why you think so? I added a lot of reasons why i think this map is terrible. Do you have some counter arguments?

    All of your points besides the 'killer shack' one are opinions.

  • Nah, Nostromo is one of the only good maps in recent years.

  • I don't think Distortion is a big probelmn but I do remember thinking Distortion never needed to be buffed. You point out that Distortion has futher depth in that it informs you precisely which aura perks the killer has, so even when you've depleted it's tokens, you can still evade aura reading as you'll know when you need to jump in a locker.

    So the one thing I will agree with is that tokens are probably regained a bit too easily. I've been using it a bit recently and now I think about it, I've been using it brainlessly. While pre-buff I would use it to identify aura perks and use that info once the tokens are gone, I've found that now I just equip it and ignore it most of the time, until I run out of tokens.

    Some people say it should only regain tokens when not in a chase, but I actually think it should be the opposite. I think tokens should only recharge while in chase. This would reward you for engaging with the killer with stealth capability later in the game, and in practice would be a sort of anti-tunnel effect, as you'll likely have regained tokens by the time you get hooked then unhooked.

    This would prevent Distortion users perpetually evading the killer all game without ever getting hooked, but wouldn't completely nerf the prk into the ground.

  • We get a Chinese new year event end of Jan/Feb. Helps spread it out a little.

  • @VomitMommy said:

    I play mostly Knight and Skull merchant, but I didn't manage to get 4 bots yet...

    I think everyone should be able to leave without penalty when there are at least 3 bots, so killer and last survivor don't have to stay unless they want to.

    I got it once as Plague. I was even going to let everyone go, I just wanted to get the daily done for hitting 4 infected survivors.

    First survivor gets hooked, 2nd survivor (with a med kit) rescues and gets infected, I find them as they becone injured from infection and they DC immediately followed by the one they rescued. Now I need to sweat a little to get my 3 extra downs (not hooks, downs), and the bots have permanent wall hacks so an M1 isn't happening there, so 3 downs in 2 remaining survivors. Well they obviously took offence to me not wasting my time with the bots and soon DCed themselves.

  • @CrypticGirl said:

    This is one reason why I wish they hadn't added the DC bots. If a match is going so poorly that people want to DC, I'd rather just end it and go next.

    And I say this as a Survivor main.

    I've often had games where other survivors ragequit, then the bots that replaced them play better than they did and allowed me to escape.

    But when all four survivors DC, it should absolutely just end the game there and award the killer with 4 kills by default. That's what happens when the killer DCs, 4 automatic escapes.

  • So Boil Over and Sabotaging hooks should be bannable too?

  • Yeah, not broken.

    You nullified the 100% chance to be taken to Ormond, giving Ormond it's normal chance, you didn't exclude Ormond from the running. Then you got unlucky.

    Happened to me many times, on both sides.

    This just exemplifies why map offerings in general are an overblown issue. You can end up on any map anyway, including the ones you don't want the other side to play offerings for.

  • I see Hexes all the time.

    Plaything and Pentimento are relatively meta.

    Devour and NOED can be strong.

    Hell I cleansed a Haunted Grounds a few days ago.

  • @Emeal said:

    No Kate should not be a free Survivor.

    But bHVR should reach an agreement with the Community on which perks super good for for new Survivors and then make those perks available at all times for discounted price in the Shrine. THAT is how I wish bHVR would address the problem.

    Forget the shrine. Perks should be purchased from the Store just as individual characters are.

    500 AC / 9000 IS for a character.

    160 AC / 2900 IS for a perk. (discounted from the character cost if you later choose to buy them, e.g. you buy a perk for 2900 IS, that character now costs 7100 IS for you, but still 500 AC. Or you buy a perk for 160 AC, characternow costs 340 AC, or 7100 IS.)

    Licensed characters perks can be bought for IS, after a few months (considering they can be in the Shrine anyway)

    Then have the Shrine as a way to get random weekly perks at a discount for 2000 IS.

  • Likely answer is: it would lead to more moderation, which they deem to be unnecessary because Sony and Xbox have their own chat systems policed by them.

    It might be a fair judgement to save on manpower, but it's still technically shirking responsibility.

  • It's 10 times worse on controller.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621453#Comment_3621453

    Well, it's here though, and obviously here to stay. Thus it is now a "competitive game". If they want to split that off into a ranked queue, that would certainly be the best solution, then they can balance each mode differently. But the point still stands that we currently have a competitive game, like it or not.

    How could you have a casual game where noobs are matched with 5K hour pros?

    MMR exists because it's not competitive, to allow everyone to have a more-or-less fair match.

    If it was competitive, it would be balanced far better, be much less influenced by rng, and MMR would be much, much stricter.

  • @NerfDHalready said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621299#Comment_3621299

    no, hatch gives the last survivor a chance to escape they would never have otherwise.

    Chance.

    50% chance.

    You're asking for a 100% guaranteed free kill.

  • @NerfDHalready said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621247#Comment_3621247

    talking about requirements and free while you are here defending hatch is kind of... interesting.

    It's equally free for both sides, it's a 50/50.

    Removing hatch means the 4th kill is 100% free for killer and any 3K automatically becomes a 4K.

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