Seraphor
Seraphor
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If you win more than you lose your MMR increases. It's pretty straight forward.
Are you saying you want to escape a lot but not face tougher opponents?
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It's not a temporary bandaid fix for one killer.
It's a permanent insurance policy against it happening for any killer present or future.
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@Metagamer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791531#Comment_3791531
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791561#Comment_3791561
You seem to miss my point, which is that I am punished regardless of if i tunnel or not. I am punished for having hooked them in the first place, because nobody has to go get the unhook and they're completely safe in self unhooking, leaving 3 survivors on gens whilst I just wasted my time for no reason. This is often an instant loss for most killers
But that's the point of Deliverance. That's the whole reason they spent a perk slot and waited 10 games for the stars to allign, so that they could get one self unhook and free up their team mates for ~30 seconds.
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The lights turn on about 15% into the opening gauge. Specifically to give survivors a chance at getting them open.
It Sounds like you want a guaranteed kill.
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@Marc_123 said:
Distortion nerf is bad for those who need it.
They usually can´t chase long. So pretty useless. And aura perks are on the rise. Will mostly hurt new players.
Meanwhile old Distortion was bad for everyone else and usually meant the worst player ended up the last one alive with zero hooks.
New Distortion rewards killer engagement with stealth later in the game. This makes it a pseudo anti-tunnel perk at minimum, and a versatile stealth perk if you're half decent at chases.
15 seconds is more than feasible for most players, if it was still 30 seconds then I'd agree it's useless for the people who need it, but if you can't even last 15 seconds in at least half your chases you need to improve or probably shouldn't be playing.
And lets not forget that Distortion was a fine perk for years when it didn't recharge tokens at all.
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These are the changes based on the feedback from the PTB.
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@gregm8 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824828#Comment_3824828
What do I take instead of deadline + auto-didact?
You don't want healing speed increases with these perks.
Deadline increases skillchecks.
Autodidact requires skillchecks.
Increasing healing speed reduces chances of skillchecks.
And Solidarity won't affect this because Autodidact only applies to healing others.
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What if it allows Endurance stacking?
If in Deepwound and still under the effect of Endurance, hits that would down you instead remove 50% of your mend meter, as long as you have at least 50% remaining.
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If your average killer MMR is sufficiently high enough, then "the first time you play a killer" has a decent chance of being at high MMR because the first time you play a given killer their MMR is set to a little below your average MMR.
But per-killer MMR definitely exists. After fairly extensive playing I have:
Chucky, Wraith, and some other killers at consistently high MMR, because I generally play seriously with then.
Pig and Ghostface at mid MMR with wildly varying lobbies because I sometimes play chill.
Myers at dead bottom MMR because I generally only play mirror myers for fun and jumpscares and generally let everyone go. To the point where I get nothing but new PlayStation survivors who don't know which way is up and I've had to resort to killing them all in an effort to increase my MMR out of the gutter so my opponents can actually appreciate it and have some fun too.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826485#Comment_3826485
Looks like you’ve solved it. Now that we know making a u-turn against Spirit and Dracula completely shuts down core aspects of their chase abilities, survivors should never really lose against the phasing or batform again.
No need to be facetious.
It doesn't need to be foolproof to be manageable. If bat form is a problem then so is Spirit, and she hasn't been changed so...
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826419#Comment_3826419
This doesn’t apply to Dracula’s batform. He can outrace a survivor he’s just hit to a loop then immediately transform and hit them again. There’s no loop in the game that can stop this.
You can play against bat form exactly the same way as you play against Spirit, and if he's teleporting to a vault then you do a u-turn the same way you would against Dredge locker-hopping or a Nurse blinking.
There's nothing about bat form that's actually new to the game.
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There's an entire subset of survivors who are incapable of or refuse to play in a way that is intended to 'dupe' the killer, which is to say playing mindgames at loops, crouching/doubling back when Spirit phases or Dracula is in bat form, or breaking line of sight against Nurse.
These survivors only play loops in one way, then insist on greeding pallets and then pallet blinding (the most braindead use of flashlights) and complain about any killers that force them to switch up their playstyle, e.g. the three I just mentioned, as well as most 'loop denial' killers like Dredge or Artist.
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Without them, or at least one of them, the only way to balance 'loops' would be to make them viable only one time around before the killer would be guaranteed a hit, at which point they're no longer 'loops'.
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It can be very obvious when a survivor is using WoO, and not in a fun way.
They beeline from loop to loop, consuming each pallet one after the other. For M1 killers it's very tiresome and results in a long drawn out chase, but for the other survivors it typically means all the pallets get used up.
It's not exactly overpowered, but it's neither fun nor beneficial for the other players either, unless they also happen to be a great looper anyway and actually waste enough of the killers time for the others to make significant repairs.
But it's a tricky perk to nerf, because it's one of the few things that are equally useful at all skill levels, so by nerfing it out of the meta you're also degrading a useful tool for new players.
For purposes of getting it out of the meta though, it's simply not good game design to have one perk be so far above all others in pick rate. There shouldn't be one perk that players find 'essential' to use. Nerfing is one way to stop that happening, but it's not the only way, you could also find ways to make it unnecessary.
One of which could be to make pallets and vaults more visible, this would benefit both sides as survivors would more easily see what resources are available while killers can predict which resources the survivor might use. Pallets could be more brightly coloured, vaults could be designed more consistently with yellow telegraphing like newer maps have done, aand broken pallets could splay out their colourful fragments further so you can tell when a pallet has be used from around some corners, etc.
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The 'secret vault in the basement' idea could be combined with 'more uses for keys'.
You can spend key charges on opening the vault, which has a chest with a guaranteed purple item.
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@AngelOfHope2017 said:
There is an issue with pallets in general. As killer, I'm hit by the pallet when I'm not even in front of it… just off to the side. And as survivor, I'm hit by the killer's weapon even though I stunned the killer with the pallet. So they are just broken in general.
@Chiky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823396#Comment_3823396
that has happened to me as survivor so many times. Like, I stun bubba and I get still insta downed...
This is by design.
Pallet stuns don't happen instantly, there is a short window of about half a second when the pallet is 'falling', in which attacks can still connect before the stun registers.
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@Cellardoor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824869#Comment_3824869
For a syringe and FtP to work on you, you have to start being healed by your teammate and then they would use one of these features, but any heal can be denied from even starting by holding down shift (like the person you're talking to mentioned).
So these aren't unavoidable heals. What may exist is a lack of information about the holding down shift feature, but that doesn't mean it's not there
And it's normal practice to hold down shift constantly is it?
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It could do with toning down a little.
Either have it trigger a basic attack cooldown, or maybe give it a minimum range required before it can injure like 6 meters.
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But what if we like the challenge of getting all five totems locked in place?
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@Leidenschaft90 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824731#Comment_3824731
The hell are you talking about?
Survivors can be fully healed against their will? You know you can press Shift to prevent getting healed by a team mate?
When do you get exposed after being healed by someone? Only if the killer has perks like Devour, Haunted Grounds, Friends 'til the End etc. Then you're exposed, what means you're oneshot for a certain period of time, like everybody else who suffers from the exposed status effect.
Syringe and For The People are instant heals that you can't avoid.
If you have Renewal/Second Wind, that heals you automatically whether you want it or not.
If you have Endurance, you do not go down if you're Exposed. Lose that Endurance on being healed and you now have less protection than when you were injured.
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@gregm8 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824728#Comment_3824728
They're just examples. Even without an additional perk, why would I accept a heal from player 1 if I can go heal player 2 and be fully healed in the process?
Isn't that the point of the perk? I don't know what you're complaining about anymore.
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- Because survivors can be fully healed against their will or without taking an action. If this happens and they become exposed, then they're losing potection, not remaining neutral.
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@gregm8 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824721#Comment_3824721
Only need one other perk. Could be Resilience, Deadline, Desperate Measures, even This Is Not Happening.
What do you mean "specific interaction"? The best value I found for the perk was to go get a second heal while I'm halfway healed, meaning I get healed for free and I'm healing multiple players without them spending their time healing me. It was very fun, high risk/ high reward. It was very good for taking away the killer's pressure.
This is only a "problem" with Resilience, it's the only time you're losing out on something (9% action speed increase) because you healed to fast.
Deadline and This Is Not Happening are useless anyway. Desperate Measures only counts other survivors who are injured/dying/hooked so you healing faster hs no impact.
Every other scenario, healing faster is only a benefit.
But relying on Resilience for faster heals isn't using it to it's potential anyway, Resilience is most effective on repairs.
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@gregm8 said:
When I go to heal the second person with my resilience and solidarity, Solidarity heals me partway into the heal and I lose resilience for the rest of the heal. Meaning the heal takes longer.
This is a very specific interaction between 2 perks, I don't think that's enough to make Solidarity worse.
Especially as you're gaining 20% additional healing for free which outweights the missing 9% buff on the last 20% of the second heal.
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I think this is fair, but I'd like to see it drain slowly while walking, and then faster while running.
Either way, it requires sone form of pressure from the killer to capitalise on, as healing under the hook would have no effect if the survivor remains stationary.
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Empathy is an underrated info perk, and can inform you of where the chase is happening via the injured survivor aura, so you can avoid it. As well as being more efficient at healing team mates and getting more out of your WMI.
Alternatively Renewal/Second Wind pairs great with WMI too, giving you another heal automatically for the price of one faster heal, up to twice per match.
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Very unlikely. Making online games free to play on PlayStation requires special agreements with Sony that likely involve paying them a ton of money.
The only one I'm aware of that does it is Final Fantasy 14, which is a subscription MMO.
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BBQ prevents camping and tunneling.
Remember when Distortion only had 3 tokens and no way to recharge, and it's purpose was simply to give you warning as to what aura perks were in play rather than giving you invulnerability. It was common practice to hide behind gens or jump in a locker on every hook.
Then Distortion became unlimited and BBQ stopped being a camp deterrent because you'd often reveal no one and then assume all the survivors must be by the hook.
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@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823691#Comment_3823691
The fourth survivor is never in checkmate: he has the hatch and the doors. That's basically 3 options with reasonable chances of survival. (I'm not talking about him being already in a chase of course. Different story.)
About the two being checkmate, I'm only talking about the ones who hide. Some still try and, amazingly, succeed. (But in my experience only with at most two gens lefts and gens spread enough for the killer having to patrol.)
The only problem here is essentially the ones who give up. The killer already managed to discourage them from doing anything. What is it but a victory? Everything else is wasting some time.
But …
If there was a mechanic that tells the killer where the furthest one is (how? details. not important). The killer can find him an start a chase. During that time the other can do whatever he wants. (Gens or hiding) If the chased survivor goes down, the last on can go for an unhook (doubtful) or wait and go for the hatch or the doors. It's basically the fourth survivor case which isn't a checkmate.
Why the furthest one? Because it makes it longer to find him, and it's essentially a random choice.
I also thing that, maybe, instead of a hook, if such a mechanic was in play the down should trigger a mori : no slugging for 4k. The goal is essentially to not waste time. Let's do that on both fronts. (I'm not sure about this part of the idea.)
It's basically yet another second chance mechanic but it would solve the problem without being certain death.
I suppose revealing the aura of the furthest survivor for a few seconds after the second survivor sacrificed wouldn't be too punishing. The killer could go there and would be able to tell if the survivor was hiding and have a ballpark to search. But it's essentially a free BBQ proc, so if you are running BBQ it's redundant.
Anything that persists for longer would need to be much more measured. Maybe only revealing survivors greater than ~90 meters away.
In either case though you're going to be disproportionately buffing high mobility killers, which is never a good thing.
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@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823316#Comment_3823316
That’s a rather irrational take…
Video games are an entertainment medium.
People play them to be entertained.
If you had to choose between sitting at a generator holding M1 with the occasional QTE, or having a back and forth with a hostile presence, attempting to reach a point to help someone else (also taking advantage of empathy, spite, even a challenge), which would you choose as your form of entertainment?
Gens are your main objective. If you don't enjoy that, maybe playing survivor is the irrational part.
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@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823680#Comment_3823680
It's a though one.
Basically by doing nothing but hiding they concede they've already lost.
So making it impossible for them to hide for too long would probably fix the problem. (Suggested many times, with many variations, the most recent one by @Senile_Grandpa.)
It seems some disagree and call that "a free win", missing the part where the survivors are basically check-mate.
Whatever the devs do, it should probably go along these lines.
Is there a good reason why the fourth survivor should be in checkmate once the third survivor is sacrificed?
The second sacrifice is essentially the 'check' before the checkmate. Which regresses the question; Is there a good reason why the last two survivors should cencede to a loss once the second survivor has been sacrificed?
Why are we arguing that a 2K is the benchmark for a killer win, and that it should automatically be upgraded to a 4K?
Because that is what we're saying when we argue that the solution should be to make it impossible for survivors to hide when two remain. You're removing the last option they have, and telling them to accept defeat and give up after 2 kills. With tunneling, 2 kills isn't difficult. So now we're rewarding tunneling.
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@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823663#Comment_3823663
By punishing this
The last two survivors hiding breaks the game's rules. If they're not working on their objective and also not allowing the killer to complete their objective, it's considered holding the killer hostage. It's a reportable, bannable offense. BHVR needs to do something about it in-game because it's unintuitive that this breaks the game's rules. It'd be better if it just weren't possible.
It shouldn't be necessary for survivors to hide.
The last two survivors hide because they have no other viable options unless one of them sacrifices themselves for the other. Two solo survivors are unlikely to want to be the sacrifice and instead wait for the other to be found first.
If survivors rated the chances at furthering the objective when down to 2 survivors remaining, then this wouldn't happen.
How we manage that is a more complicated question.
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@Laluzi said:
Yeah, I think we could use mechanics to speed up the 2 players left scenario in the same way that we had to hurry along hatch standoffs. It's obnoxious and it isn't good gameplay for anyone.
My two cents is that once there's two players left, survivors should start to accumulate crows whenever they aren't within 32m of the killer and they aren't doing conspicuous actions, and they can't lose crows by moving between tiles anymore, only by doing conspicuous actions. But in return, survivors get permanent Unbreakable, so the killer can't use their advantages to stall the game in return. Possibly boosted repair speed inversely proportionate to the number of gens remaining (so no boost if 1 gen left and 2x repair speed if 5 gens left), though that's more experimental and I don't expect it to change much.
Something like this could also be implemented in a sort of… the way battle royale games steadily harshen the conditions? I don't know what the term would be, but basically make everything ramp up as time goes on in a 2-survivor scenario. Normal conditions for 3 minutes, then increased crow spawn timer and slightly increased repair speed, and so on until killer has permanent killer instinct outside of chase and survivors have 3% haste or something. I can't really say what would be balanced, only that I would prefer the game shift out of permanent hide and seek and forced into game progression and 'may the best player win', not 'may the player willing to waste the most time get the hatch.'
One idea I have in this ballpark, is if each sacrificed survivor triggers a new global effect. Similarly to how the Hatch opens after the third sacrifice. But it's more in favour of giving survivors tools rather than making it harder to hide, after all survivors hide in this situations because they have no other viable options. That said I have no qualms with increasing afk crow activation alongside this.
After the first survivor sacrificed, all gens go into 'Overcharge'. Global gen speeds are increased by 3% for each gen remaining to be repaired. If there's one gen left to do it's just 3%, if you're are 5 gens still, it's 15%. This provides some assistance to remaining survivors in the case of tunneling one out, and some hope to carry on instead of everyone immediately giving up.
Being only 3% per gen, it's still nowhere near enough to the handicap the survivors have once one of them is out, so you can't say it's "punishing the killer for winning" they're just winning by 97% instead of 100%. And as it only comes into play after an elimination, it's entirely within the killers ability to deny it, by spreading hooks. Survivors could potentially game it by 99ing gens, but again a sacrifice has already occurred, they're already losing and it's going to be difficult to keep all those gens at 99 while also not getting hit.
Additionally, the rate of afk crows increases.
After the second survivor sacrificed, all survivors receive the 'Reprieve' effect, allowing them to pick themselves up from the dying state. This combats slugging for the 4K, so it's no longer a guaranteed strat to turn a 3K into an automatic 4K. It still requires time for the slugged survivors to recover so I don't see much avenue for abuse, it's essentially what we had in 2v8.
Gens also go to the next stage of 'Overcharge' after the second sacrificed survivor, increasing it to 5% per unrepaired generator. At this stage, there's really only hope for survivors if there's only one or two gens left, so 5% or 10% repair speed bonus seems fair to me.
Afk crows also increase further in contrast.
After the third survivor sacrificed, the Hatch opens, as normal.
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A killer that camps a hook is wasting 70-140 seconds of time they could be pressuring other survivors and furthering their objective.
You have 70 seconds to rescue the survivor, use it to repair gens instead of skulking around the hook, and the killer won't benefit from camping.
Survivors make camping meta.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822487#Comment_3822487
I'm not sure why you feel this is irrational.
"If the cards are dealt and I lose, then so be it, but if I find that someone is stacking the deck in their favor I walk away from the table" seems like a perfectly reasonable stance for someone looking to play a fair game.
I generally agree that the offering screen should be skipped to prevent this kind of thing, and dodging in general isn't a good practice. But the main reason people do is that either a map offering or mori probably means at least one player is going to be sweating like there's money on the line.
Because the result is no different.
Maps don't determine the game, evidently because you would still play out a game that randomly ended up on the very same map. If the cards were in fact being stacked against you, then the advantage would be universal and you would give up the moment you loaded into Eyrie or Badham, offering or not.
If you would play out a game on Eyrie without an offering because you rate your chances, even if you consider it to be more of a challange, then you would stand exactly the same chance with an offering.
In general, the gripe people have with map offerings is a case of confirmation bias and confusing correlation for causation. You don't have a tougher time against SWF because they bring a map offering, you have a tougher time because they're a SWF.
And solos bringing a map offering should be regarded as a small step at attempting the level the playing field.
The impact they have is greatly overblown and I don't consider them to be any more impactful than seeing a medkit or a flashlight in the lobby.
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@adam1233467 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822481#Comment_3822481
I don't care if I get those maps when it is random, but when someones uses the offering to go into those maps, I will close the game
Do you understand how irrational this is?
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Just need to skip the offerings screen altogether.
No one would care about map offerings if they didn't know they were in play.
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@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820308#Comment_3820308
I was only saying that it really sucks OP had such a string of bad matches. We're told MMR is based on dying vs escaping through the exit gate, it doesn't matter how well or how poorly OP may have played in the matches, the simple fact they kept dying should, according to BHVR, lower their MMR and put them in a match from which they'll escape. So why didn't that happen? What is going on with BHVR's SBMM? Because even dying 25 times in a row shouldn't happen. Not if BHVR wants people to keep playing survivor, anyway.
The Paradox of survivor MMR is that lower MMR brackets are more killer sided.
As survivors improve and gain experience, the difference in skill expression increases faster than it does for killers. Mostly due to teamwork and just the fact that skill expression is multiplied by four. Thus high MMR is survivor sided, low MMR is killer sided, generally speaking.
If you're a low MMR survivor, and your teammates are low skilled survivors (which is likely because they're low MMR) then you will have very poor chances unless you play cautiously and selfishly, and run Sole Survivor.
But that's really the solution here. If you need an escape or you think you need to climb out of MMR purgatory, run Sole Survivor and Wake Up, maybe a healing perk or an anti-tunnel perk, be the last one alive and then rush out the gates when the hatch is closed.
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I think Endgame perks are allowed to be a little busted, they only cone into play right at the last minute, at which point the game has mostly been decided and you're just looking at securing your deserved escape/kill.
Besides, as long as NOED and No Way Out exist...
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Loved it during Chaos Shuffle when I kept getting Plaything back to back as Scratched Mirror Myers, and survivors still kept cleansing them. Free slowdown!
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Second Wind is probably my favourite healing perk, although doesn't seem to be too common. Takes a little set up/investment but it's really satisfying getting that instant heal.
Empathy is great too, not too popular compared to other aura perks but it allows me to ttack injured survivors (for charging Second Wind) and indicates where the chase and thus the killer is.
A favourite killer perk combo is Make Your Choice with Floods of Rage. Istadowns are always satisfying and I can get ahead without camping or tunnelling.
Haunted Grounds is likewise a riot when it pops at just the right time.
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@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820535#Comment_3820535
Yes and you do any actions at all the effects go away and if you do not use your being useless to your team. If they didnt add that dumb pity Conspicuous actions to it then yeah it was op before now it is not.
Conspicuous actions only disable the Endurance. Aura blocking and no grunts of pain carry on for 90 seconds regardless.
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I don't honestly think there are any perks I would call "overpowered" anymore, but maybe a few that can be frustrating or obnoxious to go against.
Hex: Pentimento for one, particularly when you're in solo queue and it's up to you alone to find the totems your teammates have lost.
No Way Out always seems to be a free 4K when I see it . That or it seems to always be in play when the killer is trying to let you go, like thanks but I'm stuck here... so... how's your day been?...
Franklins Demise I don't think could be nerfed without making it useless, but it's very irritating having your item deleted. If I'm using an item it's either integral to my build or I'm doing a challenge like sabo or deplete x medkits.
Windows of Opportunity is really hard to justify being 'too powerful', however chases that involve it are the most boring gameplay possible. Usually the survivor is just chaining all the pallets together, and you will catch up eventually but it's gonna be one long and dull chase.
Residual Manifest and/or Champion of Light usually means chain pallet blinds. Pallet blinds are the lowest hanging fruit, it's just pointlessly irritating the killer for a miniscule lead in chase, particularly when they always chain blind, just because they can.
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DS gets removed on Conspicuous Actions, not healing specifically.
The action of healing is a conspicuous action.
Recovering from the dying state is not. Automatically gaining a health state is not. That's what's happening with Plot Twist.
It's the same reason DS won't deactivate if another survivor heals you, or if you use Inner Stength or Second Wind to gain a health state.
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It's technically not incorrect.
In tier 1 Evil Within, he officially has a 6m terror radius. But this is superceded by the fact that tier 1 also gives you undetectable now.
16 meters is only in tier 2.
While 16 meters would be the most useful info for most cases,it's kinda arbitrary which tiers TR you list on the characte into. Why not tier 3s?
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@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819898#Comment_3819898
Yes shadow step is strong I know cause i like it but the issue is 24 meters is garbage and its useless on outdoor maps and some maps forever have the most awful to find totem spots and it takes just one second for a killer to stomp it, thats time that could have been on a gen and even teamates ( solo q ) will get all edgy when your booning instead of gen.
Otr problem is that if by some how you did not got caught or hook or killer is tunneling specific people, its a waste of perk slot. You know return tp hook Andies like unknown yeah and then if you do anything its effects are gone, if you dont do anything your being useless to your team trying to keep
I just thought today too amma test out 000 with sole survivor because if it block aura read yet still flash me that a killer have aura reading then thats gonna be worst than distortion that i can see them but they cant see me.
Otr problem is that if by some how you did not got caught or hook or killer is tunneling specific people, its a waste of perk slot.
Not if the killer is using auras, which is the whole topic. If you don't get immediately tunneled and then you also don't get found for 90 seconds, then it's done it's job, it's hidden you aura.
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@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819820#Comment_3819820
I think I explain already why those perks are a waste of time but I agree with OOO there is something I like to confirm though when your the obesssion the killer see you as well for every 3 second on 30 second cool down what i want to know if when your lucky and is not the obesssion.
I see the perk still work which reveal killer aura if they have any aura read stuff l but do they still see yours too if your not the obession? If not then that is godly op and more op than distortion and then may be on the next list of nerfs if people caught on and all do this lol. Even so though issue with OOO is giving stealth killers and huntress big advantages.
They're absolutely not a waste of time, and thinking so just further highlights how people were too accustomed to the powerhouse that Distortion used to be.
Sure OTR might not be super useful for stealth when you're being hard tunneled. But when you're not instantly spotted off the hook you have loads of time where the killer won't see you aura. Much longer than the 30 seconds total that Distortion offered.
I play Scratched Mirror Myers quite a bit, and I have to say that OTR users are the single most elusive survivors.
Shadow Step is severely underrated, again being a pain in the ass for Mirror Myers. And if these two are a pain for Mirror Myers, then they're a decent aura counter in general.
OoO doesn't hide your aura, so no, its not OP. But it's incredibly useful if you know how to use it. Knowing when your aura is revealed is valuable information, seeing the killers aura is even more valuable information, and together allows you to win pretty much every aura-assisted mind game.
The downside of revealing your own aura for 3 seconds every 30 seconds is not nearly as detrimental as it sounds. The killer usually doesn't even register it because they're not looking for you during those 3 seconds, because it's not their perk thats triggering it. And it's almost never an issue if you're repairing a gen as the gen masks your aura, again if the killer isn't expecting to see your aura they won't notice those couple red pixels that is your butt sticking out the side of the generators aura.
The only time this is a "problem" is during chase, IF you happen to be behind cover at the time, at which time you again know your aura is revealed so you can work around that.
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There shouldn't be one go-to meta perk that invalidates an entire host of perks on the other side. And if Distortion being nerfed is THAT big of a deal, then that's what's going on. If you're so hard done by this nerf, you were too reliant on Distortion.
This is why Haemorrhage and Mangled were nerfed, so that Sloppy Butcher didn't just completely delete healing builds.
It's why Borrowed Time was made basekit, so survivors didn't have to run it every single game.
There are other great aura-countering perks:
- Off The Record is 90 solid seconds of stealth when you're at your most vulnerable.
- Shadow Step grants the whole team stealth in a given area.
- Object of Obsession turns aura reading against the killer.
- Sole Survivor gives you permanent stealth towards end game.
But why bother with any of these when Distortion recharges so quickly and effortlessly and counters any aura reading regardless of circumstance.
Maybe, if you really want a strong counter to aura perks, you could try bring more than one aura-countering perks yourself. Run Distortion plus OtR maybe.
I'm hoping we get more situational aura blocking perks too, to give us more options in different scenarios. But one single perk shouldn't be able to do it all, especially when aura reading is only an "issue" when killers bring multiple aura perks, and you're countering their entire build with one perk.
And if there are any aura reading perks that are problematic, such as Weave Attunement, then those perks need nerfing, rather than blanket buffing something like Distortion.
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There shouldn't be one go-to meta perk that invalidates an entire host of perks on the other side. And if Distortion being nerfed is THAT big of a deal, then that's what's going on. If you're so hard done by this nerf, you were too reliant on Distortion.
This is why Haemorrhage and Mangled were nerfed, so that Sloppy Butcher didn't just completely delete healing builds.
There are other great aura-countering perks:
- Off The Record is 90 solid seconds of stealth when you're at your most vulnerable.
- Shadow Step grants the whole team stealth in a given area.
- Object of Obsession turns aura reading against the killer.
- Sole Survivor gives you permanent stealth towards end game.
But why bother with any of these when Distortion recharges so quickly and effortlessly and counters any aura reading regardless of circumstance.
I'm hoping we get more situational aura blocking perks too, to give us more options in different scenarios. But one single perk shouldn't be able to do it all, especially when aura reading is only an "issue" when killers bring multiple aura perks, and you're countering their entire build with one perk.
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@AssortedSorting said:
Well, most mimics are used in social deduction gameplay.
DBD gameplay doesn't really promote that.
And of course with comms it can complicate things if you're trying to conceal an identity.
But social deduction is a bit watching for strange decisions/movement from a person, that deviates from the norm.
So what if you approach it from the angle that: Survivors know who's the mimic, but until the mimic performs some off-putting action, it is considered "safe"?
EG:
- The Trial is populated with an additional 3 AI bots.
- The actions of these bots perform no progress on any objective.
- They aim to perform co-operative actions (they'll run to generators being worked on, or to survivors being healed/Injured and not moving, with a cooldown before they swap/update tasks, they will not attempt to repair generators no other survivor is working on, generally speaking they can be used as an information tool).
- They will run from the Killer too, though they will never throw down pallets.
- They will typically try to spread out.
- The Killer can teleport to these bots/swap places with them, so long as the bots are "active"
- Bots become active after enough time, which is accelerated by performing co-op actions. Bots can also be activated if the Killer hits them.
- Once active, bots will twitch/contort unnaturally, periodically.
- Survivors can find inoculations around the map, which when used on a bot that is active (after witnessing the twitch) will suppress activation on the bots (but when used on an inactive bot, instantly activates it).
So basically: The Survivors know who is or isn't a bot (mimic). But what they're looking out for is strange behavior in the bots that indicates it's a point the Killer can now teleport from, and to run away or to inoculate the bot to suppress that effect. A state of tension even when presented with an otherwise normal looking survivor.
Then adding a Primary chase power for the killer.
This is a neat idea, and it kinda swerves into the territory of another killer power I had way back.
The killer is three distinct entities, however only one of them is 'controlled' at any given time. The killers power is to be able to switch between the three bodies at will.
Give those bodies AI and it's pretty much this.