Seraphor
Seraphor
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- Seraphor
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This was a great challenge, and disappointing that it was just a challenge.
It would make a great alt game mode that actually intergrates with regular matches. Play with random perks for a greater BP bonus or something.
Or, add the ability to re-attempt completed challenges for a reduced reward, or just the BP reward.
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Add a breakable wall between the two vaults in the Myers house, and ensure only one window spawns on the long wall in the corner house, and it's fine for killer.
Maybe revise the gen spawn conditions so you don't get three in the road, and survivors should be ok.
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@Firellius said:
Maybe not Iron Grasp, but IMO, flashlight and pallet saves are the other-side-of-the-fence equivalent of tunnelling/camping/slugging, so I'd be more than fine with some fixes to it. Having perks that can grant immunity to hook denial, maybe conditionally, would probably be good for the game.
A Spirit Fury equivalent maybe. After 2 saves you're protected from the next one.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588917#Comment_3588917
Stealth yes, wouldn't really say M1 in general. There is so many pallets...
Well the main thing is that it's non-M1 killer powers that have issues. M1 killers tend to have different powers that aren't affected. Trapper, Hag, Doctor, etc. all excel because they can still use their power, perhaps even better than on most other maps.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588805#Comment_3588805
I find it funny that a lot of people that whine about MFT had the argument where you get 3% haste for playing bad. It is like no, it is just trigger condition so the perk has less up-time.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588769#Comment_3588769
His major point still stands that Dying light design requires more effort on killer part to be relevant yet reward is not worth it. The perk still has 3 negatives while none of survivor perks have any negatives and only give positives.
The 3 negatives are:
1) Obsession is immune to the effect
2) The perk is disabled when Obsession dies.
3) Obsession gains free 33% healing speed.
I wish they could at least remove Negative #1 and Negative #3.
I think just losing no.3 would be enough. You're right that it doesn't need to benefit a survivor, just not affecting them would be enough.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588779#Comment_3588779
Heard the same from Otz. He said it was killer sided, but now he barely thinks so. I'm not saying it's whoever sided, i'm saying it's impossible to use killers' power here.
It's amazing for M1 and Stealth killers. Don't take this away from us, we only have five indoor maps out of 30.
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Not a survivor-only player, but I enjoy stealth killers. They keep me on edge watching my surroundings instead of relying on the TR, they're usually easier to loop and allows you to make full use of resources like pallets and windows, but even when I'm caught out positioned or suprised by an ambush, I don't feel cheated, I feel they earned it.
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Taking a hit isn't playing bad. Taking a hit and then escaping chase is playing well, and playing with one health state is taking a risk. Resilience isn't unfair, though maybe the value could be decreased slightly to 7/8%.
Do nothing? You're spending a perk slot. These things are designed to help you. You're running a perk designed to help you avoid a 3-gen scenario. You still need to actually repair those gens though, and it's not going to help you that much if the killer actively defends them. All it really does is prevent you (but not your team mates) from accidentally 3-genning.
Repairing a gen with other survivors incurs a speed penalty, which Prove Thyself no longer fully compensates for. It's objectively worse than splitting up, and is only useful when trying to smash out the final gen, which you will get 4s quicker. An entire perk to potentially save you 4s out of the entire game, IF there's another survivor around.
I'm not sure why you're being so disingenuous in trying to compare some of the better survivor gen perks (and one of the better survivor perks saves a single 4 seconds) with one of the worst killer slowdown perks. You're forgetting about Pain Res, Jolt, PGTW, Pentimento, etc.
Here let me try.
Dying Light: Hook any of 75% of your potential objective, which is what you do anyway as killer, so basically do nothing special, and slow gen speeds by 3%. Repeat as necessary, so just keep playing normally, and slow gen speeds by up to 33%.
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So map offerings are a good thing then?
If playing on a map through chance is fine, but via offering is not, then the problem is your attitude. Employ a little self reflection and learn not to get triggered by a little green hexagon. And adapt to the challenge you're presented with, which is what ending up on a map you're not suited to, is.
Calling gideon, midwich or nostromo "survivor sided" is hilarious and speaks volumes to the fickle and subjective interpretation of map strength. All maps are viable. IF any were grossly imbalanced, they'd get fix, and have been. Garden has just been reworked and Red forest has just been shrunk, these were the worst offenders.
I'm not sure why you only quoted that one line of mine because the rest of that paragraph already refutes your comment.
"The vast majority of maps are not grossly imbalanced, and in any cases that they are, the correct action is to fix the map in question. Just as you would fix a perk or an add-on. You don't 'ban all perks' because MFT exists."
All perks are a problem as long as even one perk is broken? After all, one broken perk means everyone has the ability to run that broken perk.
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588532#Comment_3588532
player freedom? where is the survivors' freedom when they are sent to midwich? also which should be the first step in this direction, reworking all the maps or removing map offerings?
regardless, even if all the maps were "balanced" map offerings still wouldn't be healthy because by their nature maps will favor one side or the other, one specific build or some other, killers of one type or other types; and that's a good thing, maps shouldn't be the same with different aesthetics as long as there is no majority of maps that favor one side.
but altering the maps by your will and around your cringe niche builds isn't a good thing. go play custom if you are feeling quirky idk.
No maps are unviable. Either side can win on any map. Survivors have lost no freedom in being sent to Midwich because they're still playing the game they signed up for, and on a map they had every chance of rolling regardless. They've failed to enact their own freedom by not playing a map offering thselves, if they're so against playing on Midwich. Same goes for both sides.
Yes offerings will always grant an advantage. That's what offerings are for. Everyone gets one.
Perks also exist to give you an advantage. Everyone gets four.
Items/add-ons. Exactly the same.
Playing a map offering is no different to bringing a perk or an item. It's a part of the game design to help you steer the game in your favour, and everyone has the same opportunity.
Map offerings themselves aren't this huge overblown issue you all think they are, they're just one of the cogs in the game.
The vast majority of maps are not grossly imbalanced, and in any cases that they are, the correct action is to fix the map in question. Just as you would fix a perk or an add-on. You don't 'ban all perks' because MFT exists.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588517#Comment_3588517
If you stop healing, the progress cut down by half. No regressing. Tada!
Could also work. Still does what Haemorrhage is meant to do. Delay healing and expend medkits.
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588522#Comment_3588522
Just show killers ping when you "pause" during a match. Eg. [KILLER] 49ms
Shouldn't be too complex. You can already see the ping of the other survivors you're in a match with.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588529#Comment_3588529
Isn't this already a thing? It's been awhile since I last played killer, but I believe you can see survivor's ping in-match. Feel free to correct me if I'm wrong, though.
That's fine. I genuinely forgot this wasn't already a thing.
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@clowninabout said:
Honestly I'd rather map offerings were changed to be a map veto instead. So if you really don't want garden of trash you can use the offering, still rng on which map you actually get though but at least it's not that one.
This would still abusable for survivors.
Four survivors could veto all the indoor maps, Lerys, Gideon, RPD and Hawkins, completely nullifying any Stealth killers chances. Meanwhile the killer vetos GoJ and still has Eyrie and multiple Badham and Coldwind maps available.
So nothing has changed, but players have less freedom of choice.
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@BlueRose said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588530#Comment_3588530
I see you a map offering user. I have no respect for someone like you and no amount of arguing with you will change your mind. So have a great day and enjoy my ignore list bc I have no time for someone like you. bye bye.
I mean, this is entirely my point.
I play map offerings for fun, as they're intended in a videogame.
I don't gain a huge amount of success in doing so, because I'm not a sweaty player.
But you've decided to irrationally hate me for this.
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588508#Comment_3588508
map offerings aren't fun for anybody except the person (or side) that offers it. surely the killers you keep sending to gideon or garden have so much fun and i'm also sure you care about it a lot.
I have lots of fun on any map, whether I'm sent there by my opponent or not. I wouldn't continue to play this game if I didn't.
You all need an attitude recalibration. You're all stuck in this "us versus them" "that's not fair!" purgatory.
The only way map offerings can be a problem is if the maps themselves are a problem. If that's the case, then the solution is to adjust the maps. Not remove player freedom.
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1. Who are you to say why I'm playing a map offering? This week I've played half a dozen HNL cards and Nostromo airlocks just becauss I wanted to play on those maps. First because I'm showing a friend who's new to the game and really loved Stranger Things, and also because Nostromo has that fun secret room.
2. Yes offerings are supposed to grant you an advantage. That's why they exist, and why everyone gets one. Oaks, Reagents, Coins, Shrouds and Blueprints all exist to grant you an advantage. Maps are no different. Bring your own offering for your own advantage.
You've just admitted that if you end up on GoJ through chance you don't care, but if someone plays an offering it triggers you. The issue is not the offering, it's your interpretation of the act of playing it. The result is the same, only the players choice is different. If map offerings were secret like Mori's, you wouldn't care.
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@Mooks said:
yeah. Have asked for this for years now.
i guess since survivors can hide their names/profiles now, it’s not necessary to show the killers name/profile anymore but yes, ping is needed.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588374#Comment_3588374
Why would they get rid of lobbies?
Killer seeing survivors. Survivors switching to 4 flashlights in the last second. Seeing players Prestige. Judging if the survivors are a SWF.
Mandy has suggested that the only solution to these issues is to skip the pregame lobby entirely and that they may possibly consider testing it.
And frankly, viewing the killers ping is in the same ballpark as dislaying SWFs. It's a free ticket to lobby dodge, ensuring that killers without top tier Internet never get to play. And if they wanted to enforce a maximum ping they could just make it a requirement before you enter the queue in the first place.
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Sloppy doesn't need to lose Haemorrhage. But Haemorrhage could do with a nerf. There's really no reason why it has to deplete health that fast, from 99% to 0% in about 3 seconds, it's nuts because it gives you no time to react, any break in healing is a total health reset.
It would still be effective at what it does if it depleted at about 5% a second. This would take 20 seconds to fully deplete, and it would make perks like Solidarity still useful as you'd finish healing the other survivor, then they start healing you, and you've lost maybe 10-15% health instead of the full 50% you just gained.
This would still make Haemorrhage a Medkit killer because any loss of healing progress is a lost healthstate from a Medkit
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Yeah, we're not allowed to have fun here. Can't choose to go to a map you enjoy. You have to be serious and miserable and enforce 100% perfect balance in a casual game where you dick about with goofy horror icons.
I'll never understand the "remove map offerings" crowd. You can still end up on the same map without an offering.
Case in point: I recently played a Hawkins offering, the killer played a Sacrificial ward, we still ended up on Hawkins through chance, killer dominated.
Case 2: While playing Dredge I considered playing a Midwich offering because I always* win as Dredge on Midwich. Decided against it to play a BP offering. We ended up on Midwich by sheer chance. I lost.
Map offerings aren't the boogeyman, you're all running scared for no reason. Your real issue is your perceived attitude of the opposing side when they play an offering. You've got it into your heads that playing a map offering is an insult against you. If someone plays an offering, they must be sweaty and toxic, and they shouldn't be allowed to do it, because everyone must be punished. How dare other people besides me have fun.
When the reality is that you're far more likely to lose because the survivors were a highly coordinated SWF, and the fact that they played an offering is just happenstance.
If map offerings were truly a problem, this would be reflected in the stats. Popular survivor sided maps would have a significantly lower kill rate. BHVR addresses these sorts of issues through map rebalancing. Until you bring us the stats demonstrating this problem, it's all just hearsay.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588292#Comment_3588292
defending gen is part of normal killer gameplay loop.
Yes?
What else doing you want perks to reward players for other than playing well?
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587739#Comment_3587739
i don't know, ruin rewards killer with regression for doing absolutely nothing. there was not a good reason to not run ruin other than the fact that totem could spawn in a bad spot and do nothing. My impression is that if they revert ruin, they will likely revert recent DH nerf and Decisive strike because Decisive strike+DH is kinda survivor equivalent of passive reward for doing nothing. I guess getting hit is something but it is inevitable part of the game. Dev specifically wanted to change the meta and Ruin was definitely meta perk before. only time will tell if these old meta perks get buffed again to must-use status.
Ruin does nothing if the survivor just holds the repair button. So it rewards the killer for effectively defending gens.
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You can grab the perks now while they're available, and they won't disappear. If you unlock them now they stay unlocked.
I'd rather they reworked the Shrine of Secrets so that there was a more viable alternative way of obtaining licensed perks besides buying the chapter. By asking for this one chapters perks to stay universal, you only keep 9 perks available. But reworking the Shrine of Secrets, you potentially make all licensed perks more obtainable.
Hell even just the option from the store to BUY perks from a chapter, just as you can buy individual characters without having to buy the complete chapter.
Chapter: 1000 AC
Character: 500 AC
Perk: 250 AC / 5000 IS
Shrine of Secrets: Remains as is as a way to get discounted perks for 2000 IS.
Considering licensed perks already show up in the Shrine, sometimes mere weeks after release of the chapter, there shouldn't be any reason why they couldn't be made available for Iri Shards.
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@Ink_Eyes said:
Behaviour doesn't see tunneling as a problem, they see it as a strategy so ideas like this will probably never be implemented, no different than ''focusing'' in league of legends were during a team fight you usually ignore the tank and focus the dps.
This is why I think these sort of ideas should become perks. But, they need to be strong, meta perks in order to affect gameplay in a significant way and act as deterrents to tunnelling.
For example;
- Survivor Perk: For each survivor eliminated, you and any survivors within 4m of you, gain a 15% increase to repair speeds. Almost like a gradual form of Sole Survivor, with a bit of Prove Thyself in there too.
- Killer perk: Hooking all survivors once then slows repairs by 20%, and deactivates once a survivor is eliminated. That's almost as good as a Pentimento, it still rewards the killer for performance (scoring 4 hooks) but also rewards fair play (hooking unique survivors) and is self-limiting (deactivates once the killer is 'winning').
And really, any strong killer perks that A. gain power via hooks and B. lose power via sacrifices, would have this effect.
With enough of these sorts of things in the game, it eventually becomes a coin flip as to whether or not tunnelling is even worth it. Survivor might have DS, OTR, DH, or they might award their team mates faster repairs, or eliminating them early might cost you your own perks, etc. Too many downsides, potential or certain, known or unknown, building upon each other. So it's not just active perks that affect your chases direct like DS/OTR/DH, but all these additional factors too.
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Giving Visionary more traits shared by Deja Vu risks either just usurping the place if Deja Vu, or it simply will never be enough to beat it.
Best thing to do is to give Visionary a different effect, such as extending it's aura reading to other objects, or tracking repair progress or something. It could also permanently display the aura of completed gens in white so you can estimate where the other gens are.
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@lav3 said:
125% is still a joke. I haven't seen anyone using Call of Brine which is now 125% after nerf.
I think Ruin deserves at least 150% speed.
People are sleeping on Call of Brine. 125% might not sound like much, and in many ways it isn't on it's own, but the info it provides is very underrated. It helps tremendously in defending gens if you are running a gen-kicking build with the likes of Nowhere to Hide or such. You're more capable of keeping survivors off the gen, and that means that extra 25% regression goes that much further.
On topic, yes Ruin was overnerfed, but I'd go the opposite way. Back to 200% regression, but still deactivates after a kill. The deactivation mechanic is a healthy addition, 200% constant regression is very powerful, even for a Hex perk, and this allows it to still be strong without also providing an unwinnable scenario for survivors when one gets tunnelled out early.
More strong perks should be like this. All of the strongest meta perks should come with a significant conditional cost. Hex perks can be cleansed, Devour requires you to leave the hook, etc. This deactivating on a kill means tunnelling out a survivor early costs you a powerful perk, making it less of a noob-stomping technique.
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You've pretty much just described the old rank system.
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I'd just like T1 Myers to be regular speed. He already has no lunge, is being the slowest M1 killer really necessary?
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@Zeidoktor said:
As noted above there's a pool of, iirc, 12 searches divided randomly among the Survivors to remove a trap. This means that if everyone is trapped and everyone gets their traps off, a total of 12 box searches will have been completed.
This divides randomly per Survivor, but at no time will you ever need to search more than 4 boxes to get a trap off. If these searches are divided evenly every Survivor would pull their trap off after it third search. Variations mean two Survivors need 4 attempts, while another would need 3, and the last gets it off first try. Or only one person needs 4, two get it in 3, and the last gets it on 2. And so on...
These numbers are adjusted when using addons that change the number of traps available, but I don't know how myself. (If someone failed to get a trap off at 4 searches like OP suggested, could this have been the reason?)
Also, to combat the Pig camping a single box strat, these odds apply to all boxes, so it doesn't matter which boxes you search. Once you reach your number of searches you'll remove your trap whichever box you're on. There are also 5 boxes be default now, instead of 4.
In short, in an average Pig match, don't worry about looking for specific boxes. There's no "your box". You will get the trap of within 1-4 searches. If possible (such as playing with friends) you can keep track of how long it takes you or others to get your traps off to have an idea of what to expect. If you get it off first try, for example, your teammates are going to have a rough time of it.
Number of attempts scales with number of traps so that it's always an average 3 attempts with 4 max.
So if she has 2 traps, it's 6 total, as either 3-3 or 4-2.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586659#Comment_3586659
from my experience, they're generally faster at objective and faster at healing. sometimes i notice more bodyblocking or smarter flashlight attempts. I don't notice anything else. often they loop worse then soloq because... well there is no reason to loop well if your finishing every game in less than 6 minutes. so most of those swf games are like.... the entire match is at 1 gen or end-game.
This.
I either get flashlight/pallet saves back to back until the last gen pops. Or I get a bodyblock orgy until everyone is dead at 5 gens.
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@K139K05 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544157#Comment_3544157
Well, than there was a bug in the game that didn't get fixed for decades. But it's nice to see that it works properly now.
The game isn't decades old, and it's been working just fine since at least 2019 for me.
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Aura's are stronger than voice commands. Effective use of voice chat relies on good communications skills and a cooperation between the survivors, it is not 'free info'. Basekit aura effects would in fact buff SWF almost as much as solo.
Windows in particular is entirely unnecessary, that's a huge buff to SWF as they no longer have to stack multiple uses of WoO.
A better version of basekit survivor auras, would be a survivor version of Killer Instinct. Where killers sometimes get the ability to see the direction of a survivor/s, usually tied to their power (and therefore basekit to them), and is unaffected by Blindness meaning it can't be countered. Survivors should get 'Survival Instinct', whereby they can see the direction of other survivors under certain circumstances, such as when a hook is made. And depending on how long the effect lasts for, you can attempt to triangulate the distance by moving side to side.
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All stealth killers should be regular movement speed during stealth. Ghostface, Pig and Myers.
Why? Because with reduced movement speed the killers power, stealth, makes them less effective stealth killers than literally any other killer under the Undetectable effect.
Ghostface already has the downside that he can be revealed in shroud and has a lower PoV when crouched. Amanda has the downside of a lower PoV and a delay in attacking, as she either needs to stand up or use Ambush, and Myers has no lunge in Tier 1.
Have you ever played against a Legion with undetectable? They make zero sound, absolutely zilch, and they appear from nowhere and you don't have a chance. But even under the stealth effect you can hear Ghostface and Myers coming from around 8 meters away, and Amanda, well she can walk right up to your butt and you can still get away in time.
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This is from Peanits, thanks Peanits
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586496#Comment_3586496
The thing is they have to take into account the type of Killers available in the game before designing a perk and make sure there's a fair amount of value they can get from them without huge gaps like Trapper with UW vs. Nurse with UW. Which they obviously failed to do with this perk.
Balancing perks with this in mind is more doable and realistic than rewriting Nurse or Blight from scratch. So these specific Killers being busted doesn't invalidate anything related to perk design and it's a part of it.
This severely limits the perks we can get though, and when you get 6 perks minimum every update, that's a huge impact.
It wouldn't take nearly as much effort to give Nurse and Blight some more power cooldown nerfs, such as resetting charges upon stuns, a cooldown upon loading into the game lik all the teleporting killers, or a cooldown after a down/hook.
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Most timers that exist to prevent holding the game hostage are at 4 minutes. I think this would be fairer as it still allows survivors the option to get gens done instead of being pressured to find the hatch. But overall a good idea.
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This would be equivalent to just giving everyone 50% more BP, so it's unlikely they'll add a straight up refund system.
What I think could be more appropriate is if they; A. Reduced the amount of BP offerings in the bloodweb. B. Added the option to convert add-ons/offerings into a BP offering of equivalent rarity.
This would be a more interactive system that would have a similar result without just flat out boosting BP gains.
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@radiantHero23 said:
It's a perk that becomes problematic on stronger killers like Nurse or Blight.
What a surprise.
On lower tiers like Trapper or Doctor it's fine and on Freddy it's downright unusable.
Almost like the problem isn't perks, it's Nurse/Blight.
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Blindness is underated, particularly in a Windows of Opportunity meta.
But frankly, I wouldn't say UW is overpowered. It's a strong perk though. It could maybe do with a slight cooldown increase. 45s would still make it a very good perk.
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I hate playing Oni on console, but that's mostly due to the fact that his stick takes up 80% of the screen when you use his power. Billy/Blight are better, not unplayable, but certainly hindered by joystick controls.
Being third person should more than make up for the issues though, being virtually immune to 360s and such.
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Survivors do get points for everything. Survivors even get points for specific killer power interactions.
The issue is survivors don't always get the opportunity to DO everything. Half of survivor gameplay is just runing around or hiding.
In a decent game where no one is tunneled or camped, all gens get repaired and everyone gets hooked multiple times, with long chases involving multiple stuns, you'll find that survivors earn roughly as much as the killer.
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@Avo said:
Or why don't we just bring the old DS back since only counter of DS is not tunneling?
Because that would force survivors to run DS all the time. Losing 1/4 perk slots across the board. They don't want any perks to be essential, hence why we even have basekit BT.
I'd be for extending the duration of basekit BT a bit, but it should be reduced back to 10s for Endgame.
Ideally I think unhooked survivors should lose collision entirely for those 10 seconds, preventing both immediate tunneling and bodyblocking. Then pre-endgame they could have a further 5s of Endurance beyond that.
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@kit_mason said:
It's not a bug at all - with Backwater Swamp being so ridiculously large and so much being placed on the edge of the map, every killer object, from Plague Fountains to Singularity EMPs tend to spawn a mile away from anything useful. The best way to address it would be to make Backwater Swamp smaller, like they did with Decimated Borgo.
Just trimming the 4 meter border from the entire edge of the map, and thus relocating all those edge objects, would do the trick.
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I love this idea for Devour/Lullaby. I'm not too sure it could apply to many other Hexes though due to how they work. Maybe Third Seal, but that would be a legit buff as it's not building tokens, but Third Seal could do with a buff anyway, it would be resetting the number of affected survivors rather than tokens.
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Not a bad idea really. The calculations are already being run to work out much much MMR gain/loss you receive at the end of the match. Using the same numbers to award a consolation score based on how much higher your opponents MMR was should be possible, and help lessen the sting of getting tunneled out or such.
If an escape is 7000, then this score could be around 2000-5000 depending on the MMR difference.
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There's no 'correct' way to deal with an AFK survivor. Hooking them is often seen as scummy as well.
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You realise it would be faster for her to down and hook you right? This is just tunneling in a different form, no more effective than any other killer doing the same, less so in fact.
Any Pig doing this is shooting themselves in the foot, as they're wasting their own slowdown by pursuing the only survivor who can't do gens.
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@Sven said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3584952#Comment_3584952
Lightborn, yes I guess. Franklin's, I'd have to disagree I do not think that perk is funny at all. Two Can Play, yes I agree, but when I use that perk it's kind of hard for me to feel the effect so even though I agree it's a funny perk, it's not nearly as funny as any of the survivor perks mentioned in my opinion. In addition I prefer it if the perk is funny for both sides. Playing against Lightborn or Franklin's is not fun for the survivors, in fact I would say it's quite the opposite. Playing against a silly Deception+Head On build is, in my opinion, also fun for the killer as well as the survivor.
A lot of killers would disagree.
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If we consider Deception and HeadOn funny perks, then I don't see why the likes of Lightborn and Franklin's don't count as well.
The upcoming Two Can Play is along the same lines too.
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It's a little outdated now, but the last official stats on SWF were I think around 30% of survivors are SWF (including 2 and 3 man lobbies) and that SWF have an average 15% higher chance of escape.
That's not all that much when you consider that is less than the difference between an extra kill/escape per game (25%) and when you consider it's an average, meaning half of all SWF lobbies don't have as much as 15% greater escape rates.
Communication is as much of a skill as anything else, and not all SWFs are good at it. Simply having access to voice chat doesn't nean it's used well. When people talk about how strong SWF are, they're talking about a subset of SWF teams who actually use the tools well.
This is all to say that the SWF 'problem' is at least a bit overblown, and that you can't fairly address SWF directly in terms of balance. You can't implement nerfs or handicaps qccording to how many survivors are in a premade group, as this wpuld be a penalty to all SWFs who aren't the high performing ones. At that point, you really are punishing people for playing with their friends.
The only fair solution is to implement survivor tools that emulate the information available via voice chat. The survivor HUD icons were a big step towards that, but more can be done.
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This falls squarely in the realm of "information SWF has but solo doesn't" so yes I think it should be one of the "buffs" given to survivors to help close that gap.
Along with visual indicators for active DS, Plot Twist, Unbreakable and Deliverance. The latter of which could be combined with this.
If the self-unhook meter was displayed on the survivor HUD as a circular gauge, just like recovering/repair progress, then Deliverance could be reworked to instantly fill said gauge, and it would be telegraphed to other survivors that way.
