Seraphor
Seraphor
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573070#Comment_3573070
Would you be able to comment on how it will interact with certain Killer powers, such as ones that affect FOV?
Which powers affect FoV?
There are a few perks that do.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573034#Comment_3573034
BHVR later said it will be “ASAP”
https://us.v-cdn.net/6030815/uploads/W0IO470HLDRB/image.jpeg
It’s been over a month since “ASAP” was declared.
This isn't what they said when it was announced in June.
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Saw X was fairly good, but I don't think anything else from Saw would work as a new killer. At most you could get Kramer as a Pig Legendary, but there's not enough there for a new killer and power.
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Lagging out.
I had a survivor in one of my killer games self-caring for about 5 minutes, repeatedly missing skill checks, not moving when I came up to them. I then downed them, they were 'on the ground', but were still kneeling self-caring, until they eventually DC'd and were taken over by the bot.
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573002#Comment_3573002
What exactly does it buff about blight?
It makes all 'fast' killers more comfortable to play, because looking through a pair of binoculars while running at 30mph is very disorienting.
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@Coffeecrashing said:
We were also told the FoV slider would happen ASAP.
Waiting this long doesn’t feel like ASAP.
Er... no?
Pretty sure when we were told about the FoV slider we were also specifically told that it won't be soon, it'll be closer to the end of the 'year', the 'year' being Anniversary to Anniversary, so could be as late as next May/June.
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@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571237#Comment_3571237
Three minutes is enough time to finish every gen on the map. All survivors run to a specific corner, or you happen to have poor hook RNG (which has been happening a lot lately, for whatever reason), or they happen to be using Boil Over/Breakout or both, you're gonna have very limited hook options after hooking 2-3 survivors.
This doesn't require Breakout though, doesn't even need Boil Over, survivors can do this with dumb luck when it comes to hook spawns.
When they do this, you are entirely justified slugging and bleeding them out.
Not once have I had survivors use this tactic to their advantage. They just resign themselves to the corner until they're dead on the floor.
Nerfing Breakout won't stop this, all it will do is make the perk completely useless for all legit uses.
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@dbdthegame said:
I wanted to let a conversation naturally brew around this, but I'm feeling the need to step in and say two things.
One, OP =/= unhealthy. A perk can be one without being the other.
Two, I believe Breakdown is unhealthy because it punishes a killer for playing too well. Breakdown squad and you get too many hooks around a certain area too fast? You're on timeout.
They're using a perk slot to deny one (1) hook, only after already getting hooked, and only for a limited time. That's about as fair as perks get.
When it works (because face it most hooks are within range of another one) the most it's doing is slowing down a snowball effect in the killers favour. There's absolutely nothing stopping you from slugging for pressure (still a bonus!) or chasing them away from the broken hook.
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A sabo perk that requires you to be hooked and rescued to take effect.
Sure, so OP.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569724#Comment_3569724
when a survivor is stealth actions with distortion, there is zero interest to intact with the killer. the whole point of stealth perks is to not get found. distortion only became valuable after 6.1.0 patch that buffed it. before this point, nobody used distortion because it was not worth the perk slot.
Distortion was always valuable. What triggered it's buff was the introduction of Lethal Pursuer which depleted 2 tokens right at the start of the match.
And aura perks are very strong, I'd hesitate to nerf Distortion too much. But I could see the scratchmarks part going.
I tend to use multiple arua perks on stealth killers. Not only do I know where survivors are before they know where I am, but it depletes Distortion tokens quickly and they don't recharge much if at all.
If they didn't recharge in chase, then the perk would be useless against stealth killers. If anything they should only recharge in chase, so that you're rewarding killer engagement with stealthiness later in the game.
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People will still try to give up to avoid the DC penalty, only without giving up on hook, that'll require following the killer around and likely sandbagging team mates.
I'd rather some sort of scaling feature that grants remaining survivors some sort bonus if survivors are eliminated too quickly. Likewise for killer if gens are completed too quickly.
I've previously suggested dynamic repair speeds that change according to remaining gens/survivors. But another method could be something like basekit Deadlock for killers, and sone kind of basekit BNP-like mechanism for survivors. This would not only help out survivors whose teammates DOH, but also eleviate the impact of hard tunnelling.
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Both of the alien worlds are sort of semi-indoor. Not only do they have a decent main building, but their external structures are tall enough and generally densely packed enough to provide a similar sort of cover for stealth killers. So I'm not disappointed when I load into one as Ghostface or Pig.
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@pseudechis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568627#Comment_3568627
This is a question I often ponder, as its a common thread for people to talk about killer being more stressful and scarier than survivor.
I mean what??
Its not a good thing in a survival horror if the protagonist is scarier and more deadly than the antagonist.
Just makes me wonder sometimes.
It's down to the format of the game. Killer only has themselves to rely on to do everything. Meanwhile if another survivor is occupying the killer, you're likely free to relax and just tackle your objectives as you wish.
I also predominantly play solo survivor and rarely have stressful games unless other survivors are being completely incompetent.
In fact I find survivor the most fun when I'm either in a well coordinated team who happen to complement each other, so you're on top of everything and it's not stressful at all. Or when I'm the last remaining and trying to evade the killer. It's the good kind of stressful like a real survival horror game should be.
Killer is the bad kind of stressful, where you just have too much to do and not enough hands to carry it all.
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What goes around comes around, and 50% of toxicity is your perception. By that I mean;
The killer smacking you on the hook, or the survivors teabagging in the exit, aren't necessarily intentionally trying to piss you off. They may just be celebrating their own victory or intending it as some cheeky "banter".
Or the killer who left you but then came back to tunnel you, didn't do so intentionally, you're just the first survivor they encountered again.
But you perceive that as 'toxic' and it sours your mood and your interpretation of all of their actions. When you're expecting toxicity, you'll see it everywhere, sometimes when it's not there to begin with. This makes you more likely to get 'defensive' and play in a "toxic" way yourself. Perpetuating the cycle.
Sometimes you just need to lighten up, accept that in many cases camping, tunnelling, and survivors all escaping, are going to happen and are actually just part of the game. Sometimes you give the killer the opportunity to camp/tunnel, sometimes your mistakes are why the survivors escape. It's a game, wash it off and go again.
As a console player, I encounter very little real toxicity. No endgame chat means you have to make more of an effort to reach out to players. I'd say 95% of my PSN interactions are positive ones. The toxic players are the ones who have their PSN set to friends only, they attract toxicity through their own attitude and actions, or don't have the sense of humour to cope with unfavourable situations.
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@CorvusCorax86 said:
Is it possible to switch items if you have - let's say - Wes spray and a toolbox? If not, that is the only issue with the actions.
No. But that's not the issue here. It's an intended mechanic that if you're holding a special item, that item takes precedent over any other item you may be carrying.
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@luvcraft said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567583#Comment_3567583
you can always tell a killer who has <100 hrs in the game because they climb through a window when they try to pick you up.
That's not strictly true.
I have 1000 hours in the game and I still do this from time to time.
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Torn between Trapper and Myers.
Trapper is the posterboy of DBD, and a DBD2 would be the opportunity to rework him from the ground up.
Myers is the franchise icon in the game though, and for many of the same reasons, deserves to be front and centre.
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Because some of us are playing a horror fanservice game instead of an e-sport.
Some of us are here to have fun rather than to sweat our asses off and then complain about everything.
If I want to play on Nostromo, because I'm a huge Alien fan, and because it has some of the coolest map interactions, then I want to bring an offering to do so. It has nothing to do with sweating for the win. But even if it did, why should that be a problem? Oaks, Coins, Reagents, Blueprints all exist, these offer you an advantage, that's what your offering slot is for you to spend on. Map offerings having the ability to grant you an advantage is no different.
If there's an issue with that, then the issue isn't offerings, it's the maps themselves. Fix the cause, not the symptom.
Inverted offerings wouldn't be any less abusable. All you've need is a SWF to veto Lerys, Gideon, RPD and Midwich and now you have no indoor maps available. Now the SWF can see the killer at all times, and any stealth killer is screwed. Meanwhile the killer could veto Garden of Joy but that still leaves about 10 other survivor sided maps to pick from. This is 100% a nerf for killers and solo's, without touching SWF at all, despite the fact that 99% of map offering complaints are from killers fed up of Garden of Joy and Springwood.
Inverting offerings isn't a solution to anything, it nukes the freedom of choice map offerings are designed for, without fixing the issues players have with them in any way. Map bans would have all the downsides and none of the upsides (the actual purpose of the offerings). Worst possible idea.
And every time this topic comes up and spawns a dozen comments about turning map offerings into map bans, and patting themselves on the back for their ingenious, novel, yet totally ill-thought-out suggestion, I can't help but wonder what backwards universe I just fell into.
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318822#Comment_3318822
no, that does not mean that at all. if the match came to a 1v1 with multiple gens left survivor team lost. all of them including the last one and they should also take the L.
So if 1 remaining survivor left is an automatic loss, that means a 3K is an automatic 4K.
If every 3K is an automatic 4K, that increases kill rates across the board by 25%.
Furthermore, if being the last remaining survivor is an instant loss, and there's only two of you left, then there is no incentive to BE that last remaining survivor, when one of you is virtually guaranteed to be killed. Either there is no point in striving to be the last remaining survivor, or you do so and still end up losing anyway. This means every 2K is an automatic 3K, which we've established is an automatic 4K. This increases kill rates across the board by 50%.
With such an inflated kill rate, killers will need to be nerfed to a point where they have a roughly 50/50 chance on average of securing a 2K (de facto 4K) result.
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@Rizzo said:
When I started playing, good old 2016, I thought that hitting the person on the hook would make them die faster, so I did that in my first bunch of matches as Killer.
Turns out I was just being an idiot!
It makes a squish noise and blood spatter. It must do something! I was also guilty of this for a few games.
I also teabagged at the exit because it felt like such an accomplishment to actually escape.
Then I learned those were BMing, and now... I've come full circle and don't give a damn if people do these to me.
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@mca240 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564931#Comment_3564931
I am sorry but this is nonsense. If I have 3K hours and am matched with people who have 200 hours, something is wrong with the game. If I am matched with people who play the game by doing generators and chases but have no idea how to loop and go down in 10 seconds, they are not of my skill level. There is something very wrong with SBMM and I have personally witnessed it significantly decline in the past two months. Yes, it has always been wonky but never this bad.
The only thing wrong is your understanding of how the system works.
After several minutes, if the MMR system can't find a suitable match, it expands parameters until it essentially has no restriction.
Matching a 3k hr player with a 200hr player isn't "something going wrong", it's the system working as intended, if there happens to be no suitable matches for one or both of those players currently in a queue. You can't match with people who doesn't exists.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564996#Comment_3564996
I've seen those statements, but I think there's a really bizarre assumption among players and developers that the matchmaking issue is binary: that we have the current near free-for-all or queues that ages for perfect placement. People aren't necessarily asking for the latter. If you parse most of these threads, people are mostly asking to not be thrown into instant queues for garbage quality games. Why can't we wait a minute for a better match? Still not perfect, but not the 10 minute cutscenes solo players are getting way too often. Yes, players said they wanted faster queues. They also know nothing about developing a game or designing a matchmaking system. A doctor typically doesn't just prescribe whatever the patient asks for.
You're not posing a new profound argument.
They tested several different systems around 18 months ago, that expanded MMR at different rates, with different cut off times.
The system we have now, is the system that was deemed to work best by players according to feedback.
That's not to say the game or the playerbase haven't changed since then, and maybe that system is now outdated. But for the few months following the implementation of SBMM, it was objectively an improvement.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564931#Comment_3564931
There is no mythical top 5% though. People claiming it's real are basing that off of a play session or two where they saw a couple Blights, or content creators trying to generate braindead clicks. A more accurate description would be top 25%, and that's as high as you can possibly climb with SBMM. There's a massive skill gap between the top 10% vs top 25% in any game.
They've confirm on several occasions that the 'soft cap' for MMR is set at roughly the top 5%.
SBMM when working, will make sure that those above the soft cap face others above the soft cap.
SBMM doesn't always work though, because you'd be waiting for 15+ minutes to get into a game if it didn't give up after a few.
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Matchmaking never has and never will be able to translate into a consistent gameplay experience. Unless you're at the highest, most sweat-filled 1% and utilising every benefit the game can give you.
You can 'win' in any number of ways using any number of fair or cheap tactics, and there's no viable way to differentiate between them in a way the game can track and therefore use to inform matchmaking.
The problem is that MMR, in any form, is so disconnected from actual player behaviour and skill that it has little baring on the game. You can have a pefect MMR match up be entirely one-sided because the killed tunneled or the survivors were a SWF, or you can have a 200 hour matched with a 2000 hour player and have the best game ever.
All of the work done by SBMM can be completely undone by one side playing 'unfairly' or simply in an unpopular way.
At what point do we stop blaming 'matchmaking' and accept that the problem is other players playing in ways we don't like, and therefore accept that the real problem is 'us' and our inability to adapt to different players and different playstyles?
People want this to be a 'casual' game, and yet get triggered when they're eliminated early or lose in any way. If you want to sweat, sweat, and get to the top 5% and enjoy your SWF v Nurse/Blight hell. If you want a casual game, accept that you're going to have a ton of games where you don't win, against a random assortment of varying skill levels.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560858#Comment_3560858
Full scream build....
You mean ultimate weapon and face the darkness right?
That's two perks. If not more.
You wanna know why pig is considered weak?
Her chase. If the killer player invests that much into a gimmick, they are not investing in other (more important) parts of her basekit.
Also. Interrupting them yourself is always the best option. They can't immediately do it again. That's how I get my headpops. I find out the rng, predict survivor pathing and interrupt the survivor with the most searches (that being 4). Two interrupts and a bit of chasing away is more than enough to get them to time out.
Of course you have to chase them in a direction, where they already searched boxes. The time to get up / unhooked and healed (if downed), run back to the box and search it is too much wasted time. Big maps make this even worse.
Interrupting them yourself is way better.
Pig is all about time investment. One headpop is more than enough to turn a match around.
How do you win against her?
Abuse her weaknesses. Play against her like oni. Don't give her first hits and pre drop pallets. Her first down has to be delayed a lot.
Again: I created way more evil builds than screaming xD
A whole build on a killer with low chase potential to score maybe 1 or 2 head pops.
Kinda sounds like Tombstone Myers. Except far less effective.
Sadako's with her iri tape is probably worse as well.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3561140#Comment_3561140
Can't hurt. I still think transparency is the way to go with the system. When MMR is hidden, a player's MMR is whatever they want it to be unless they know how to see it. The problem is that a lot of feedback BHVR gets and reacts to is based off of an imagined number people have made up for themselves and their teammates/opponents. BHVR can announce changes have been made, and players have absolutely no way of verifying any of that unless they're hacking. They can say they've made matchmaking less strict, change nothing, and let the placebo effect take over.
MMR is hidden because it shouldn't be an incentive to 'rank up'.
It's not a badge of honour to be high MMR, it's simply a mechanism to ensure people who 'kill/escape' more are faced with tougher games, so that those who don't won't keep facing opponents who do.
It's not a measure of purely skill, it's a measure of skill/tryhard/cheap tactics. It's more to separate the sweats from the non-sweats. But the fact is everyone is a sweat if they want to win so everyone ends up following the fallacious path of trying to win at all costs.
Accepting a loss is the best skill to learn in DbD.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3561129#Comment_3561129
Should they have a weekend test with strict MMR? To see how it goes.
My match making time is really fast, even with +100% BP on one side, its usually not taking over 2min.
They did, about 18 months ago.
Turns out strict matchmaking leads to super sweaty games for everyone, on top of waiting 10+ minutes for a match to begin with.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560154#Comment_3560154
Man, what a bad post.
The Killer had Agitation and Iron Grasp. I was not even near Basement. And I dont even run WoO, but hey... All to give your "argument" some "structure", eh?
So they devoted half their build to try to secure their hooks in the high risk zone?
Seems fair to me.
You could always run Boil Over.
The alternative of course is killers can't come anywhere near a basement, making any basement hooks risk free rescues. So the killer would never want to hook a survivor in the basement.
I'm sure that sounds wonderful to survivor mains, but that's not how the game is supposed to work.
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@mustdogen said:
He is a creepy hacker,stalk people in a dark place.
And sometimes when your post is not posting in a right place,he will using his hacking power to edit your post.
I've heard they're half-fae and sprinkle their fairy dust over the forum, which is what we see as 'editted by'.
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It's not something I'll do routinely, by if I'm on the 3rd/4th gen, and I suspect a 3 gen scenario I'll leave it 99d.
9 times out of 10, someone else comes along and finishes it just after I leave it, and 3 gens us.
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I run Renewal, most of the time I struggle to activate it because everyone heals each other, and when I do, I get lemons trying to heal me when I'm broken.
Who is struggling to get healed by team mates exactly?
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558918#Comment_3558918
That was a really cool analogy! It's never over till it's over in DbD, there's always a chance to make a comeback. You never know. Someone makes the tiniest mistake and the tables turn.
Yeah I've often found that the speed the first 2-3 gens are done is fairly inconsequential.
I've had a lot of games where the first few gens pop fast, but then survivors are constantly playing catch up because they left that first hook rescue too late and now I've got momentum and they can't keep up with the heals.
Direct pressure, in the form of downing and hooking survivors fast enough, and being physically present at a gen, is always far more impactful than any slowdown perks or gen speed nerfs.
I do think something needs to be done about commodious toolboxes though. For one it doesn't make sense for a green to be better than a purple. But also, the existence of multiple stacking layers of a given mechanic is what makes high coordination from SWF so much more impactful. Coordination + gen perks + toolboxes is exponentially more efficient. So a gentle toolbox nerf (or a rework entirely but that's another topic) would go a long way.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555217#Comment_3555217
The problem with hexes is the vast majority of them aren't worth it because they are unreliable and aren't strong enough to justify the risk.
- Blood favor sucks because 32 meters is small given that the speed boost is going to get them out of range. So it only trips them up one time, and thats even if you get value out of it before it gets cleansed
- Crowd control is even worse because bamboozle is just better and you can control it and bamboozle can't be cleansed
- Devour is one of the rare ones that might work sometimes but requires undying.
- Face the darkness is really only good on pig/pinhead due to their kits
- Haunted ground is Okayish but 60 seconds is really really short and generally only gives you a single down and then its gone.
- Huntress lullaby is a joke
- NOED is a joke too as it basically gets you a single down in end-game, maybe a kill, again very RNG based.
- Pentimento is only good when paired with plaything
- Plaything is only good when paired with pentimento
- Retribution is useless, 15 seconds of aura reading 1 time, or oblivious, which is telegraphed to the survivor.
- Ruin was gutted, why did they nerf this one, just why why why why. It was so healthy!
- Third seal, blindness is in a weird state, OP against randos, and useless against SWF. Too niche
- Thrill is useless except in specific builds
- Undying exists to protect devour at this point.
Every hex perk sucks for being a hex perk, the only one that is actually worth it is devour really because it can be game ending. Hex perks were gutted to be so bad because survivors were bad at cleansing them, but now we have these perks that are in this bad state because if they buff them, bad survivors think they are OP, but they suck so bad nobody uses them.
I think the entire hex system should be reworked to be like thrill of the hunt. Basically:
- When a hex is in play, all totems become hex totems
- All hex totems now have their strength determined by how many totems are up still
- You'll have to rework a few of them like haunted ground and maybe devour a bit
- Rework undying to make the hex perk truly "undying" by making it always work as if there was 1 totem left even if there are none left.
- A small version of detective's hunch or small game might need to become basekit to make totems a
littleeasier to find. - Survivors get a totem counter in the UI.
- Maybe notify survivors at the start that there is a hex in play (but only tell them WHICH one when they are affected by it like now.)
This would make it so, if you find a hex totem and cleanse it, you weakend the hex perk, instead of completely removing it so spawning on a totem doesn't just eliminate 1/4 of a killer's build 20 seconds into a match.
On the flip side, now you as a survivor don't end up in RNG situations where the hex totem is just so well hidden you never find it and you lose to devour, at the very least finding other totems allows you to cleanse them and i'd imagine you would work in such that, once 2-3 totems have been cleansed, the effect of the hex is so weak that its fine if you don't end up finding the other 2 totems.
This is what I've always wanted too.
Additionally I think the intensity of the Hex glow/burning effect should decrease as they're cleansed, until the final remaining totem is virtually dull. This would make them progressively harder to find and make it so in all likeliness you'll still have one totem in play for most if not all the match.
Unfortunately with the likes of Pentimento and Plaything, such a rework isn't likely to ever happen.
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His power design is very unintuitive and easily misunderstood. But ultimately he has a high skill floor and ceiling, much like Nurse.
His survivor counter also has skill expression as well in timing and coordinating EMPs optimally. So it's easily matched across skill levels.
Apart from the fact that he's virtually unplayable on console, that's a really good design philosophy. Lower skilled Larry's won't do too well if survivors know what they're doing. Higher skilled Larry's will dominate, but higher skilled survivors will counter him more effectively.
He doesn't get played much because why put in that effort when you can just play Nurse instead?
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I'd say it encourages chases more than anything. As an info perk it's centered around the killers TR, so yes, it's functional in a proxy-camping scenario. However it gives a single snapshop of info every 60 seconds, in order to use that info you need to find the survivors it reveals and keep them in your view.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555439#Comment_3555439
I don't think it's reasonable to expect survivors to memorize where Hex Totems have been broken through a very vague notification system while they're in the middle of doing other things before they even know Pentimento is in play.
It's entirely reasonable to expect survivors to remember the Hex totems they themselves have personally cleansed.
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Yes, with 8 gens per map the distance between any two will decrease. While 3-genning won't be an issue, 4-genning will be easier.
Killers who do run a gen defence build won't be too badly affected, but those who don't will have a harder time pressuring gens.
So regularly killers heavily nerfed, Chess Merchant still fine.
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@BloodBird said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555240#Comment_3555240
That's what a sac ward is for, and its much better to use to re-include map options without the guarantee of them, than randomize ALL maps while still having the chance to go to where you don't want.
Sac ward is a dumb solution to map selection. At least in this case it allows a killer the chance and no survivor or killer is guaranteed any map.
Also would like to point at DBD might be the only game with a ranked gamemode where one team technically has map control power (4 survivors with 1 offering override a killer map or even sac ward). Most other games use a map voting system, full random map or pre-selected maps that you only go to where the other team also agreed (CS:GO).
It's insane to me that one side can select the map over the other.
DBD doesn't have a 'ranked' game mode. Nothing in DBD resembles 'Ranks'. MMR certainly isn't 'ranks', because you're not supposed to try and climb it. It's nothing more than a passive, hidden mechanic to attempt to separate newbies from vets, that's all. Everything else that could be mistaken for 'ranking' is merely a personal progress system.
It's insane to me that instead of trying to solve the problem (maps) people would rather instil more restrictions on themselves to prevent other players from gaining an advantage. Speaks volumes to the petty mentality of this playerbase. The idea of 'having fun' is a distant memory, second to the far more pressing issue of making things harder for other players as much as possible.
I'd like to play on the Nostromo map because it's the freaking Nostromo, so I'm gonna bring a map offering, whether it helps me or not. Just as I'd like to Play Xenomorph because I love the Alien movies. "Sorry, can't do that, Steve is worried you might have a 5% greater chance of killing him, even though he's going to kill himself on hook if you sneeze in his direction anyway".
I mean, isn't that what offerings are for anyway? You have Shrouds, Oaks, Coins, Reagents, Blueprints. Offerings designed to give you an advantage in the game, and you spend your single offering slot and your consumable offering to get that advantage. Why can't we simply accept that Map Offerings fall under the same category? Your particular build and playstyle is going to have a far greater effect on the outcome of the match anyway. And if there are certain offerings that offer too great of an advantage, then fix those maps!
Solve the cause, not the symptom, because all that does is remove player choice.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555240#Comment_3555240
I didn't specify how it would go, we could argue about giving survivors 2-3 map bans each and killers the total amount the survivor team has so 8-12. I think even if both sides get to ban like 10-15 maps each you would still get some map variety, and if maps are that bad that people don't want to play on them why force them?
There are 20 realms. 10-15 bans each side means no one is going anywhere.
And even if you applied it just to individual maps, of which are there 42, that rules out over half the roster. Certain maps that are widely disliked will never get played, ever. You may as well just ask BHVR to delete the 20 most disliked maps because that's what this would do.
Also as someone mentioned above, every single player would get an additional veto to whatever number they get, due to the map repeat prevention system. Even if survivors get 1 each, and the killer gets 4 to be fair, by automatically ruling out the previous map you played on, you can still veto 13 maps this way.
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@Archol123 said:
There is like 40 maps in the game and more then half of them are broken or unfun in some way, if survivors and killer all could veto maps they really dont want to play you would still have a whole lot of different maps, you could even make it so on survivor side that it is visible to others so you dont veto the same map more than once. If there are maps that no killer/survivor wants to play on why force people to play on the map?
There are about 2 or 3 'killer sided' maps in the game, and a dozen or so 'survivor sided' maps. And you think it's fair to give survivors the ability to coordinate to veto 4 maps every game while the killer gets 1?
Survivors could still just as easily abuse this by coordinating to ban Midwich, RPD, Lerys and Gideon, and you get no indoor options to ensure you can see the killer at all times. Meanwhile killer bans Garden of Joy and can still get Badham, Eyrie, Borgo, half of the Macmillan/Coldwind/Autohaven maps, Dead Dawg with it's new infinite, or Ormond.
And ultimately, you're still going to have to force people to play on maps they don't want to play on, because you're not going to have the offering you need to burn every single game.
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I hate that most people want to 'solve' map offerings by nuking them into oblivion. I'd still like to be able to choose a certain realm from time to time.
I don't understand why anyone would want map offerings to do the opposite and be a 'map ban' function. That's a sure way to make them useless. You ban one realm, you still have 19 more realms to choose from, and it's not like there's only one 'problematic' realm.
The real way to 'solve' map offerings is to ensure every offering can roll multiple maps or variants of a map, and to make sure these variants are different enough that they can feasibly be seen as a killer sided variant and a survivor sided variant. This way they can't be 'abused', because a given offering will still have a chance to roll either a killer or survivor sided option.
There's a reason why no one really complains about the Macmillan/Autohaven/Coldwind offerings.
Instead of giving Macmillan 5 new variations, give us more options for the later realms that only have a single map in them.
Withered Isle is perfect for a new multi-map selection of original maps, it could have The Boathouse, The Lighthouse, The Beach, etc. Instead of 'reworking' Eyrie and Borgo, add the new options as additional variations.
Yes we have two offerings for Toba Landing and Nostromo, despite them both being in the Dvarka realm. Solution: keep both offerings for flavour purposes, but they each do the same thing, give a chance to go to either map.
It's as if people forget that those who have the power to change how map offerings work, are the same people who have the power to change maps as well, and the maps are the real issue here.
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With the new anti-camp mechanic:
- Other survivors should see your self-unhook bar progress.
- Deliverance's function changes to instantly fill that bar.
Showing survivors each others perks would be good (and should be added as Aven_Fallen said above) but this wouldn't help to know whether or not said survivor had activated their Deliverance. You might not have noticed if they made a hook save or not.
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I don't feel like I play all that much these days, 3-4 days a week at maybe 2-5 games per day. So what, 10-15 games per week.
I've never failed to complete a rift while actively playing like this.
You get a ridiculous amount of time to complete it, 3-4 months, and that usually encompasses an event tome as well these days.
I really don't understand who's paying for rift levels unless they're just not playing for months on end.
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I've never had a problem scoring Ambush attacks as Pig. I usually get at least 4 each game, if not more.
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@adaw0ng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553222#Comment_3553222
I know, but there are plenty of players who don't know that and just want to escape because they think it's the best way to score.
My idea for bloodpoints incentive is for those who don't have a choice aka the one being tunnelled out for example, who can't do anything but get chased. A lot of people will not feel as bad about getting tunnelled out if at least they can get more bloodpoints from the things the whole team is doing, same as for those who just happen to have the choice to do gens and will not be able to take aggro.
In my opinion survivors should get team based score (bloodpoints and pips), will reduce a lot of frustrations since scoring and pipping up as survivor is a pain in the ass as it is now.
I agree there needs to be a way to 'compensate' those who get camped/tunnelled. I've suggested additional score events before to help with that. And a shared BP category would be a good idea too, maybe reworking the Survival category to take into account the whole team's survival rate.
But I don't think everyone's total BP should be shared equally. That would promote laziness, expecting others to pick up the slack, and the pettiness I mentioned earlier, which is already seen by people refusing to play BP offerings like BPS and Cakes because they "don't want other players benefitting from them".
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I doubt this scenario has anything to do with bloodpoints. Most are aware that the best ways to score BP are through interacting with other players. Coop points, hook rescues, and chases are some of the highest scoring actions. You will score higher as a team player who died, than an immersed who escapes having done nothing of value.
So I'd say your idea of a bloodpoint incentive for teamwork already exists. In fact the current system is probably better than your suggestion, which would reward everyone equally, even when they do nothing. With this playerbase, that would lead to resentment and petty "I'm not doing anything that will get my ######### teammates more BP" attitudes.
This is more likely to do with recent challenges that involve; escaping through the hatch, and getting Iridescent unbroken emblems (cannot get injured at all).
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Why just Meg though?
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@icedrake402 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552484#Comment_3552484
Right, right, because there was totally no element of racial inequality in the original whatsoever. No killer whose origin was that he was tortured to death by a racist mob, nosiree.
Don't be silly. Media wasn't woke back then. Movies just had racial inequality and prominent female/gay/transgender characters as flavour without the social commentary, not even subtle commentary, you were supposed to ignore all that. At least if you were a mainstream audience you were.
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@[Deleted User] said:
It's ridiculous. You'll get the usual explanations about backfills, population, etc. We understand that. We're saying these games shouldn't be happening.
So are you saying backfilling shouldn't happen? (forcing everyone to requeue if one person leaves, or wait indefinitely for repeated matchmaking)
Matchmaking shouldn't expand parameters over time? (infinitely long queue times during offpeak hours, or when they're a large role imbalance)
Or are you saying "these matches shouldn't happen" like OP? (misunderstanding how the system works)
Because it IS theoretically possible to avoid these sorts of matches ever happening... if you're happy leaving the game queueing for hours waiting for this perfect match to happen.
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I'd say it's debatable how necessary this would be, but I feel all of the stealth killers, (Myers, Ghostface and Pig) shouldn't be slower in stealth mode, that's to say, Tier 1 Evil, or Crouching.
It defeats the point of having a stealth power on an M1 killer. Mobility is always the bane of M1 killers, simply due to the time it takes to both cross the map and catch up in chase. In order to use your stealth power, you need to move slower, which hinders you. If you try to traverse fast enough without your stealth power, survivors hear you coming, then you activate stealth and your TR disappears instantly so they're know you're there. It's lose-lose. Wraith is the only one that gets this right.
So I'd say: Tier 1 Evil should be 4.4ms, the no lunge distance is penalty enough. Ghostface and Pig should be much faster while crouched, maybe 4.4m/s, if not then 4.2m/s minimum, the lower and therefore reduced PoV is the penalty in this instance.