Seraphor
Seraphor
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@jokere98 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526536#Comment_3526536
Show Who Is In a Party
- this one is even worse, as it would further ruin match quality. a part of why the MM feels bad is because of lobby dodging, and lobby dodging happens when the killer looks at a survivors profile/prestige level and decides that "oh that player is most likely really good, no thanks i wanna have easier matches" and leaves the lobby to find a next one. if the killer is able to see which survivors are in a party together, that would effectively make lobby dodging even MORE common as killer players dont like going against SWF. having this in the game would quite literally deuterate match quality and the games quality as a whole, and would make the game feel awful.
Simple solution: Show it in post-game chat only. So, it's "too late" to lobby dodge, but you can still get an info, was it very well coordinated solo players, or SWF using VC
Also, it'll show players statistic, how often they play against solo/SWF
I'm all for showing SWF in post game.
It'll help dispel a lot of confirmation bias.
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Bear traps don't need any buffs. The last rework was a buff already.
They're not designed to be a certain kill, they're slowdown, and incredible slowdown at that. You're forcing survivors to spend a minimum of 144 seconds plus travel time. That's about 2 extra gens.
I'm also mot too keen on a 3 second Ambush. It seems too long to spend lunging. I'd rather Ambush (and Crouch) charged faster so survivors have less time to run away, and make up the distance that way.
Increased movement speed while crouched us a no brainer though. I'd say it should be 4m/s, with the add on increasing it to 4.4m/s.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526231#Comment_3526231
This is peak survivor main mental gymnastics.
there is no mental gymnastics. tunneling is focusing one person down. there is many forms of tunneling. it isn't just hook people, watch them get unhooked and chase people. the game is not that simple. distortion is indirect anti-tunnel perk towards aura reading perks. it does that job very well.
The design of the perk is clearly intended to be limited uses just by the mere fact its token based, the easiness of token gain is whats problematic.
the token aspect of the perk is to prevent it from countering constant aura reading such as scratch mirror myer's. amanda letter pig, etc.
there is perk that counters all wall-hacking for yourself but it is terrible perk. sole survivor. its condition is that you become immune to aura reading the more people die. if the condition was reversed to be you are immune to aura reading for as many people are alive, then it would be stronger distortion. there is also boon shadow step but that one requires totem and can be snuffed. those perks are purposely not very good for specific reasons.
there is no mental gymnastics. tunneling is focusing one person down. there is many forms of tunneling. it isn't just hook people, watch them get unhooked and chase people. the game is not that simple. distortion is indirect anti-tunnel perk towards aura reading perks. it does that job very well.
This is peak mental gymnastics, there' is absolutely no way you can twist the definition of tunnelling to make BBQ a tunnel perk, it is by design and execution in every sense an anti-tunnel perk.
If order to derive value out of the perk, you have to leave the hook and find someone else, thus allowing room for a save to take place, and pursuing a different survivor in the mean time. If you then decided to immediately return to the hook and tunnel, that's is you NOT using BBQ. You might have the perk equipped, but you're not using it, you're tunnelling instead.
This is right up there with "you tunnelled all of us at the same time", a genuine complaint I've received.
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@Unfunny_Clown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526190#Comment_3526190
i wish i had screenshots of the random solo q people playing stealth were everyone is death hook and they don't have a single hook stage on them,,, insane
To be fair, I've also had many games where I've been unhooked while others have traded hook states and each got to death hook through their own recklessness. I've then made the rescue play with my zero hook states, gone down, and then all three leave me to die on first hook and run out the exit.
I think regardless of how you get there, if you end up as the last survivor, with however many hook states you may or may not have, you're entirely justified to make the selfish play, or not, because you don't know how your solo team mates are going to reward your sacrifice anyway.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526150#Comment_3526150
Then when people say “solo queue is terrible do something”- something which crops up daily on this forum, Reddit, Twitter etc- what are they hoping the devs can actually do? I constantly see “buff solo, then buff killer so things can be balanced to SWF level”. Again, how exactly is solo meant to be buffed anymore than it has since the implementation of the HUD? Some more base-kit perks perhaps? Eliminating all killer tactics that are deemed “unfun”? Aside from that, there is nothing that can be done.
If we accept SWF with communication is the ultimate easy mode for this game, then we have to accept as a consequence that BOTH killer and solo queue will suffer. Like I said, I’m not even saying you personally or anyone else should be forced to use voice chat, but based on the responses in this thread the only reason to not have it is because of the community. And that’s just kind of sad.
It’s also incredibly naive to just outright say that “this game doesn’t have voice-chat”. Because whilst it does not have official built in voice chat, an awful lot of people are using communication and gaining a massive advantage from it. Actual acknowledgement of this from the devs would be nice. Instead someone will probably come along and say the usual nonsense of “most SWF’s are just friends chilling and having fun! It’s not really an advantage”. Which everyone knows is total BS.
Hiding who is in a party, not having comms whilst letting people have comms, not showing MMR- All of this at this point in the game is just silly now.
The main reason "solo queue is terrible" is because of other survivors refusing to cooperate, and a slightly too unreasonable expectation that they should cooperate.
There's two things to this. Firstly is that no matter how much information you make available, you can't make other survivors do what you want them to do. This is apparent from things like Kindred, and those irritating situations where you're on the hook, you know they can see each other, but still no one makes the save. This is also evident in other pvp games with VC, where said VC is misused by people talking nonsense, playing music, or just trolling.
SWF derive their advantages from a willingness to cooperate. Not from simply having VC. This willingness is far better acheived by seeking out a SWF team, than it would be by hoping random players will choose to communicate with you properly.
And secondly, Solo isn't that bad. Playerrs just have short fuses, they get easily triggered when things don't go their way, they can't handle losing, and they don't take responsibility for their actions. You can't make other survivors do what you want them to do... so you acknowledge that and adapt.
I play predominantly solo survivor, and I don't have a bad time.
Sometimes I get screwed over by other survivors, but I recognise that's simply due to them having a different set of information and goals to me.
Most of them time, my games go ok, I even escape a fair amount of them, more than 50% I'd estimate. Mainly because I've chosen to play solo, I understand what that entails, I know I'm on my own and adjust my tactics to accommodate that. I play a bit more cautiously, I don't make reckless plays like rushing the killer to prevent a hook or rushing a gen in the killers face, etc.
All of these things are actually behaviours that often work against SWF. Overly reckless plays and mistakes that grant the killer too many openings to take advantage of. Which is why SWF isn't always as advantaged as people believe.
All of which is to say; solo isn't as bad, and SWF isn't as good, as most people think, all of the time. Good solo players and bad SWF exist just as much as their opposites. Which is why revealing SWF isn't a good idea, it'll lead to greater lobby screening based on confirmation biases, which are ultimately fallacious.
Instead someone will probably come along and say the usual nonsense of “most SWF’s are just friends chilling and having fun! It’s not really an advantage”. Which everyone knows is total BS.
So you're gaslighting and calling my experience BS?
Official stats place SWF as having a 10% higher escape rate than solo. (Before HUD actions) That's actually not very much at all. That's less than the difference between a 2K and a 3K, or a 3K and a 4K for example.
It's one more escape for every 10 games. I don't even play as many as 10 games a night, so on any given day I would not be able to discern the difference.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526098#Comment_3526098
Thank you. It’s really not that hard is it.
It’s hilarious to me how this thread is boiling down to “this community is toxic and the devs can’t handle it ergo voice chat= bad”.
Of course in that equation it’s voice chat that is the problem…
Or how about:
Voice chat is precisely the reason why I avoid other pvp games like F13 and TCM, and the lack of expectation to use it is actually what makes DBD a less toxic gameplay experience for me.
Just because "other games have it" doesn't mean it's a good idea.
DBD is balanced around it's current format, where VC is not expected. This is leading to things such as the survivor HUD icons, and other tools to help solo survivors. If VC was the expectation, then the skill divide between muted and unmuted would be even greater. Killers would be balanced to deal with full survivor communication, and non-VC survivors wouldn't stand a chance.
If you're an advocate for solo survivor, then you wouldn't want that for the game. If you think "solo survivor would be improved with VC", you're not a solo survivor, you're a SWFer without a SWF. Just get on discord and team up, it's not difficult.
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Perhaps instead of HUD icons on the left side. Killers should have indicators on the right as to which perks or add-ons are in play in the current chase.
Similar to how a survivor can see when another survivor within 4m has We'll Make It or Prove Thyself, because they see the effect show up next to their own perks.
It would show only when the affected survivor is in an active chase. For example if the killer is chasing someone under the effect of Exposed from Dragon's Grip, then a small red diamond with the Dragon's Grip icon will be displayed. When the icon disappears, you know the Exposed has ended. This could apply to perks that inflict Hindered or Blindness, etc. and can be tailored to work on a perk by perk basis so you're not giving some blanket buff with unforseen results.
This wouldn't give unnecessary info for what other survivors are doing out of sight, but it gives helpful feedback that's relevant to your immediate potential actions as per the perks and add-ons you have equipped. Plus it could still offer a counter for survivors, bodyblock so that chase is triggered with two survivors, now the killer can't be sure which survivor is affected.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525739#Comment_3525739
The problem with grouping on gens, is it already is heavily Killer-sided. If you are going against a casual/weaker Killer, that isn't a problem, but if you are going against a sweating Killer, you are better off splitting on gens except to break up a 3-gen.
Grouping up on gens gives 15% gen slowdown (That's half a Pentimento, and 3/4s of a maxxed out Thana). If the Killer interrupts the gen, 2 people are now disrupted instead of only 1. Double gen BP isn't nearly enough of a reward to give that much of an advantage to your opponent. Also, even if you duo a gen, the other 2 Survs likely will solo gens, or the normal gameplay (Surv A on Hook, Surv B in chase, Surv C going for rescue+heal, Surv D on gens) will force people to mostly solo gens anyways.
So then nerfing PT was a good thing?
Coop gens isn't nearly as detrimental as you make it sound. Getting one gen done in 50 seconds can often be more beneficial than having two going for 90 seconds, particularly if the killer interrupts between the 50 and 90 second mark.
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@Biscuits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525826#Comment_3525826
While the scenario you described is possible we won't know unless they release those numbers separately, which I don't think they will. I think a 60% kill rate is pushing it, and I think we are without question sitting at at least a 65% on solo survivor today. I think BHVR is in trouble if they don't address it soon, TCM has been a breath of fresh air for just about anyone who has played it.
It's all hearsay and anecdotes until we get more up to date figures.
My experience as solo sits around 50-55%, maybe 60% on a bad day.
And to clear something up, a 61% kill rate as an overall average is the ideal spot for the game. It is a fallacy to think that it should be 50% because "50/50 is fair for both sides". It's not, because it's an asymmetrical game, and because no single game has an even number of players, it has five players, not four, and any individual game can have multiple 'winners'.
For example, a 3K game has two winners, one killer and one survivor. While a 2K game (apparently a draw and therefore the ideal average game?) also has 2 winners, both of them survivors, none of them killer. Extrapolate this across all potential outcomes, and consider a 2K a 'draw' for the killer, then the ideal kill ratio has to sit between 50% and 75%. You can't just ignore the 'and 75%' of that, it means it has to be in the middle.
This puts 61% in an ideal place.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525814#Comment_3525814
it is entirely in survivor control. they control when they heal. you get punished for healing. if you want to avoid effect, you avoid healing. that is why i called it hex:liability because it makes your teammates a liability to heal. alternatively, you can look for the totem.
a challenge that I had with V2 of the perk was that I wanted the perk to include self-healing actions but the problem with that is plague's power. I did not want the perk to synergize with the full heal fountains. you can currently avoid hex totem by using med-kit or self-care. the perk might be too weak because of that vulnerability.
my initial idea was v1 was written in May. I decided to include it for fun. The idea behind the perk is to create short-duration disruption type gen perks that have the possibility to be trigger many times per match. Whether these perk are too short or too frequent is something I am unsure of.
You can't control another survivor healing on the other side of the map.
Just like old Eruption, this would be absolutely fine for SWF, and oppressive as hell for solo.
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@Biscuits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525803#Comment_3525803
Tunneling with 5 second DS prevented 90% of instances of tunneling. Today if a killer hits the person who is unhooked whether intentionally or accidentally, they tunnel them 100% of the time. Also no perks work in end game anymore to help with this. So it is unquestionably easier. I played survivor before DS got nerfed, tunneling happened once a day, now it happens nearly half of the time.
Gen rushing meta? After the generators take longer to do and BNP got nerfed to a point of them not being worth it? That doesn't make sense. I can play trapper today, the worst killer, sit at a 3 gen and prevent the team from ever finishing one.
The healing nerf was so bad, that people stay injured and run perks that work while injured. You basically get 1 heal a game and if the killer pressures hook heals you just instantly lose. It's pretty normal now to get injured 1 minute in and be injured for the rest of the game.
They said specifically the averages for solo and SWF were 10% apart. Meaning that SWF was somewhere around 56-57% and solo survivor was around 65-66%. So with the increase over the past few months we would see them nearly reach 70% today. I don't want to be mean but, you don't understand how statistics work.
I have played many games with the perks you listed. 9 times out of 10 I get zero value. I don't think MFT ever got me a pallet or window I shouldn't have. FTP and Buckle up are useless in most solo survivor lobbies. From what I have seen in TCM the game is much closer to being a 50/50 and survivors are finding it way more enjoyable. So what you are probably seeing is the survivors moving over to that game.
Eruptions regression is still the same. For most players the change to Pain resonance was actually a buff. Overcharge is still ridiculously overpowered, the skill check needs to go or have a CD. The build with Plaything + Pentimento is so broken the smartest thing to do is never cleanse your totems. But in a solo survivor setting you won't get everyone to do this, so it's just an instant loss. Jolt should also be adjusted based on the size of the map. You shouldn't be able to consistently hit 3-4 gens like you can on maps like the game.
Again, I am well above the MMR cap, I have never see anyone running this build, only streamers. In most of my games the killer auto picks up or is smart enough to hit you away from the downed survivor.
STBFL should not work around hooks, it is way too strong when it comes to camping. It should also not be able to be circumvented by killer powers. Being able to keep stacks very high on killers like Deathslinger and Demo is too much. But again in a SWF setting you would call it out and pressure with the obsession, in solo games you don't have that ability. Deathslinger is my second favorite killer, with enough stacks I can M1 you and then also M2 you before you can make it to anything.
This is wrong, I played against a doctor a few days ago. There was a very strong 3 gen in the corn field, he stood directly in the middle of them from the start of the game till the end. We lost, he had zero hooks at 1 gen. Killers can force a 3 gen from the start.
I have videos of me playing Bubba and securing 4ks by simply camping the hook. You run Deadlock, Corrupt intervention, No way Out, NoED. Get a down in a reasonable amount of time and camp, on average you get a 2-3k whether they try to save or rush gens. There is little they can do, thank god camping is dying at some point soon.
It depends on what balance the developers want, do they want it to be normal for survivors to escape once every 4 matches? Then we struck balance. But if they want you escaping half the time, we are very far from that.
The information you want in the HUD is either something you can simply see yourself or something that breaks the game fundamentally. In both situations it doesn't make sense to add to the game. Because again, THE ONLY REASON survivors got a HUD is beacuse they want it to be a team game. And they found that soloQ survivors try to hide to escape way too much.
They said specifically the averages for solo and SWF were 10% apart. Meaning that SWF was somewhere around 56-57% and solo survivor was around 65-66%. So with the increase over the past few months we would see them nearly reach 70% today. I don't want to be mean but, you don't understand how statistics work.
You're assuming an equal number of solo and SWF. The devs have also revealed previously that around 15% of survivors are SWF, and a smaller proportion of those are 4-man SWF.
If we try to simplify things a little and presume that 90% of survivors are pure solo and 10% are pure 4-man groups, and ignore any 2/3-man possibilities, then that would mean with a 61% average kill rate, Solo have a kill rate of around 62% and SWF 52%.
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And not to mention its the ONLY WAY someone can complete this level of the tome if you didn't buy the survivor Gabriel.
Are you sure? Pretty sure I've finished this level of the tome and I haven't completed this challenge or Gabriel's.
Regardless. If you load into a lobby with 3 flashlights and you then decide to bring a flashlight yourself, expect Lightborn. Killers don't use it if there's only one flashlight in the lobby. 3 or more flashlights looks like a bully squad.
You're better off bringing Flashbang or Blast Mine, killer can't see those in the lobby.
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I like Snake Eyes. I like any survivor perks that encourage you to chain multiple objectives, like Inner Healing, etc.
I think I preferred your 'old' version of Hex: Liability, we all know how controversial unavoidable Incapacitation is, and this is just going to further encourage the no-heal meta.
I think a fairer version could be: Whenever a survivor regains a health state (can be recovering from Dying state or being unhooked as well) base regression speed is doubled for 10/15/20 seconds. This would apply to any currently regressing generators, or any gens you kick after it activates for the remainder of that time. Essentially old Ruin but with a survivor activation.
Or if you want to stick with Incapacitation, then it needs to be entirely within the survivors control: Whenever a survivor completes a healing action, that survivor is incapacitated for 10/12/14 seconds.
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I do think killer should be given an indication when a survivor is Exposed via the killers power or perks. Ghostface and Myers get this already as basekit, and as killer you'll know if you have NOED or Devour Hope active, but for things like Make Your Choice, Dragon's Grip and Starstruck, you get nothing. Maybe make an exception for survivor-induced Exposure like Dramaturgy though. Killer already knows when a survivor is Broken, which in itself doesn't actually help the killer at all? But Exposed would be very helpful.
I'd also like survivor-specific hook states please. They always say this is to avoid tunnelling, but tunnellers don't need a visual hook counter to know who it is they're tunnelling, because they've decided to tunnel that survivor already. Meanwhile us friendly killers who like to 2-hook everyone before completing a sacrifice have to manage each individuals survivors hook states.
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Even a screenshot of the scoreboard would be helpful. 3 gens in 50 seconds just doesn't seem plausible to me.
It would take two survivors with bonus repair speed from either a toolbox, Prove Thyself or Deja Vu to get a gen down to 50 seconds.
And a single survivor shouldn't be able to solo a gen in 50 seconds unless they maybe stacked Deja Vu, with a Commodious Toolbox and a BNP and maybe even need perfectly executed Hyperfocus on top of that? And two survivors each pulling this off?
It doesn't take much math to figure out this seems farfetched. TWO gens in 50 seconds, totally plausible.
But hyperbole aside, all gens done in maybe 4 minutes isn't exactly fair either.
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@ProfessorDunwich said:
Completely agree. The cynical side of me suspects they are doing it to cover poorly done work.
That seems a little farfetched considering they could just give the back the same attention as the backpack that's covering it. However my cynical side suspects it's done to align more with hitboxes.
After all, a running survivor's hitbox is actually the empty space directly above their butt, while their 'physical torso' has no collision.
This means the backpack on cosmetics like this is what the killer has to aim for.
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@etms51 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525654#Comment_3525654
Some games have detect if people just leaving (Alt+f4, leave a match). If there are some crashes issues (where the programm tell a crash report to report these issue.). These games are Valorant, Riotgames.
Yes some games can detect an alt+F4 or a force close.
It is impossible however, to detect a player physically unplugging their ethernet cable.
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What are they supposed to put at the end of the track then?
What do they reward players who get to 70 with if doing so is classed as predatory?
If spreading a set out across tiers 1, 31 and 69 is predatory, what would it be if they put the entire set at tiers... 61, 65 and 69?
Personally I've never found getting to 70 particularly difficult unless I've taken an extended break, and I also split my time between games. A rift usually includes at least one event tome as it covers about 3 months, and between all those challenges, that's usually more than enough fragments to complete the pass, plus we have double fragments right now.
I don't purchase Premium until I reach the high 60s anyway, so I'm not losing out on the full refund of auric cells.
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Couple of takes to add here:
1: Yes, survivor is much more difficult to gain BP in general. A killer will get at least 20k even if they lose, while a survivor can be tunneled out and walk away with about 2k.
This is largely out of the survivors control. If you do get found first and the killer tunnels you, yes, you can still play to the best of your ability and run the killer for as long as reasonably possible, stay on the hook for the full duration, but you won't have any opportunity to earn Objective or Altruism points.
This should be bolstered by additional 'Distraction' points earned for occupying the killers attention while your team mates smash out gens, and provide you with a fraction of the points for those gens getting repaired in the Objectives category.
However...
2: If you understand how score events work, you can optimise your score and still make up quite a bit of Objectives.
Yes you technically get 'only' 1250 for completing a gen. However coop points essentially grant you double bonus points. A full gen would give you 2500 coop points. So you can still coop a gen and score 3750 in 60 seconds, instead of spending 90 on your own to get just 1250.
Prove Thyself doubled coop points, so really PT was by far overcompensating, as it would award you 6250 for a single coop gen. When you should be completing 2.5 gens each on average to repair your fair share of the generators, this would have overcapped the 10k limit for Objectives at around 1.6 gens.
Without the bonus from PT, 2.5 coop gens will still get you to the 10k cap. Which means you still have a huge incentive to coop on gens for BP, and that means PT is still a valuable perk to bring if you want to max Objectives.
They could double base BP for gens, so that you get 2500 ad 5000 for a coop gen. That could be a fair buff to Objectives BP. This would still require you to complete 2 gens to max out, which isn't unreasonable. but double base BP AND double coop BP, that would give you 7500 for ONE single gen repair. That's more than before with the use of a perk, and way more than any other category for either role. That would be like killer maxing out Sacrifice for scoring about three hooks. If survivors only needed to do one single coop gen each, then that's only 2 gens max per game getting done while everyone runs about trying to score chase points expecting the other survivors to pick up the slack on gens. That's not healthy.
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Saves their moderation workload.
Consoles have their own chat functions, which fall under the remit of Sony/Microsoft/Nintendo to police.
If console players had access to the in-game chat function, then that would likely double or even triple the amount of reports submitted for harassment.
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SBMM can only work with the players it has to match up.
If there's a massive imbalance between roles, then there's likely not enough players within a given MMR bracket to match with opponents of the same bracket, and the whole system is thrown out of whack.
For example if the top 5% MMR players are all playing survivor because it's peak SWF time, then they're only going to be matched with lower MMR killers, or vice versa.
This is why the role incentive is so important. If you see +100% for either role, it's safe to assume SBMM is going to have some issues.
So in your case, the role bonus is +100% on Survivor, meaning everyone is playing killer, and likely disproportionately higher skilled players at that. This suggests the vast majority of your potential matches are going to be higher MMR killers. If it can't find you a killer within your MMR bracket within 3 minutes, it will automatically throw you with the next killer in line regardless of their MMR, which is likely to be high.
If it's a case of being 'stuck' in low survivor MMR because this means you have a high chance of your whole team being obliterated, I can only suggest you play selfishly. Run Sole Survivor and/or Wake Up, aim to be the last one standing, and use your gate opening boost to open the exit after the hatch is closed and escape. If you're genuinely playing well while being paired with genuinely poor survivors, this should have a greater than 50% success rate.
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@thisislastyearsmodel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524852#Comment_3524852
"A killer refusing to hook a survivor right in front of them is a pretty fringe case. Pretty sure if that's happening in a 30+ minute game you can report for taking hostage."
Surely you can understand why I assumed you meant a dying survivor, right?
Sure, but the TC is describing a scenario where the killer is refusing to hit and down people.
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@Iamtheonlysalad said:
A lot people that are taking sides with the greedy gaming leaders. You guys do realize that people have multiple accounts right? Why would I want to buy the same thing twice..... They already don't have cross progression from console to PC so we had to buy the DLCs twice. They literally just want more money and taking away items/cosmetics from people that put money into their game. Maybe they should stop being selfish and be kind to the players that actually play their game.
Why do you have muliple accounts on the same platform?
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@thisislastyearsmodel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522603#Comment_3522603
The devs have stated multiple times that slugging until bleed out isn't a reportable offense, for "taking the game hostage" or otherwise. That's why the bleed out timer exists.
It sucks, and I'm not defending it, but it's not reportable.
I said nothing about bleedout.
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As someone who never played the hook grab game, literally no difference at all.
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So... you got a 5 minute penalty?
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@I_CAME said:
Dodging breaks the matchmaking. That's plenty of reason to hide prestige. I don't understand why it's fair for you to dodge the game but you don't see an issue with bullying less experienced survivors. This is exactly what you're trying to do. You sound like you want to win every game but don't actually want to play against anyone who can beat you. There's also the issue that you're potentially causing a very inexperienced killer to load into the lobby you dodged. All of this seems very selfish and is a good reason for why prestige SHOULD be hidden. Survivors don't get to see the killer's prestige so why should the killer get to? It makes no sense at all.
While I don't generally put much weight in Prestige (it can be an indicator of skill, but it's not 100% reliable). This argument doesn't work for me.
Hiding Prestige isn't going to fix matchmaking or prevent lobby dodges and backfilling. If anything, hiding Prestiges will only result in more mismatched lobbies going through to play. As low-MMR killers end up with high-MMR, likely high-Prestige survivors, and won't have any indication as such until they begin a game.
As it stands, I don't dodge many lobbies, but when I do it's predominantly lobbies I've obviously been backfilled into (immediately on loading in there's already 4 survivors with some or all of them Readied already) and often then it tends to be when I've been backfilled into a lobby with high Prestige, as well as things like multiple flashlights or multiple TTV usernames, because this means I'M the poor low-skilled killer about to face a comp team.
Occasionally I might get backfilled into an obviously low-MMR survivor team, with nothing but console Dwights and Claudettes with 0-5 Prestige levels. I'll usually dodge those too, and if I don't dodge I take it as a chill game and play around with snoot booping and let multiple escape. But with Prestiges hidden, I'm equally likely not to recognise that team for what it is and end up obliterating them.
I'm not saying unequivocally that hiding Prestige would be bad, but it wouldn't solve any problems in and of itself. It wouldn't prevent the core issues and it would bring up a few of its own. I think there needs to be something to indicate if you're facing potentially low or high skill team. Prestiges aren't a great indicator of that, but they're what we have right now, and unless a more accurate system comes in later along with more robust matchmaking, then I'm not seeing it as a pure benefit.
The people mainly advocating for hiding Prestige are those who made the poor decision to speed-grind one character to P100 for the clout, and now can't deal with the downside of having that clout.
I play fairly regularly. 5-6 days a week, 2-3 hours per session, and I still only have 31 as my highest Prestige.
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@codebibi said:
he already can place a billion trap everywhere on the map to camp everything at the same time and he can replace the one that has been neutrelized instantly making emp nearly useless and you want the emp to be nerf after it already been nerfed before.
This is completely backwards if survivors know how to use EMPs.
You can run EMPs in a relay, and always have one ready to pick immediately after using one.
You pop an EMP just after you get marked by a biopod, and immediately remove your pod and the one that he marked you from. This disables his ability to teleport, and now he's just wasted time standing still surveying his cameras and has to become an M1 killer and walk all the way over to you, to place a new biopod.
So he literally can't use his power to 'camp' anything, he can see you from across the map, but he's not going to be able to teleport over if you use EMPs correctly.
He has to use his biopods in a chase. Shoot survivor once, survivor EMPs, hit again, then hit a third time and teleport 5 meters behind survivor with a speed boost and Endurance. You end up having to hit a survivor four times, and chase for more or less the same time it would take to just catch up normally, to remove one health state.
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9 seconds isn't a lot on most killers.
It is however quite a lot on high mobility killers like Billy, Blight, Wesker and Nurse.
So in general, yeah it's not massively OP. But it could benefit from one particular nerf; it only reveals auras more than 48 meters away.
This should be just enough that it shows the auras of all survivors upon spawning, but killers who can close that gap very quickly immediately after the game begins, will reduce the time they see survivors.
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You want a refund for being able to use DLCs for free until now?
Non-steam users don't get to share DLC at all.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523819#Comment_3523819
Perhaps it’s my MMR but the only time I see survivors get hit off hook with endurance is when the killer is tunneling them (maybe they don’t know about endurance or just want to proc deep wound). I never see survivors use it as some sort of shield.
The only way I'd understand this is if you were at an insanely low MMR. But you're not a newbie so that doesn't seem likely.
I'm not top MMR, but I see it more often than not if I'm approaching the hook as a save is being made.
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@Tsulan said:
Remove dying after failing 2 struggle skill checks.
Make the "did you have fun" and "upvote the other players" buttons actually meaningful. Players should be able to reward other players (non friends). With bonus things like shards for example.
Actually good suggestions.
There should be a separate counter for 'Thumbs Up' received (only from players not in a preformed lobby) and when you receive enough, you get bonus EXP or BP.
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- Any time a survivor loads into a game with a flashlight, they spawn into the game on a hook.
- Any time a killer loads into a game as Bubba, Gen Merchant or Wesker, 4 gens are instantly repaired.
Am I doing it right?
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Who is genuinely having issues as killer with MfT?
Because I barely notice it and often find on the scoreboard that the MfT user is the one I killed.
Much more preferable to Sprint
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Lightborn is already only used by killers who see 3 or 4 flashlights in the lobby and aren't confident enough to deal with a bully squad.
Nerfing Lightborn only serves to capitulate to bully squads.
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@ThatRedPyramidThing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523817#Comment_3523817
The game is existed for 6 years without it just fine.
Just because a change was recent doesn't mean the game was "just fine" before that change.
We'll be getting a FoV slider for killers within the next year, but that doesn't mean killer is "just fine" without it now.
Before off the hook endurance, BT was an essential perk for survivors because they would go down instantly after getting unhooked without it.
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@Crowman said:
Endurance after unhook has to exist otherwise there's nothing stopping a survivor who just got unhooked from being instantly down right at the hook. It gives the just unhooked survivor a chance to get to play rather than just immediately be put back on hook.
Which is perfectly fine as an anti-tunnel mechanism.
The correct play for the survivor then is to run away from the killer. But many prefer to "make use" of their endurance by forcing the killer to hit them. This defeats the purpose of the endurance as an anti-tunnel mechanic, which then defeats any right to not be tunnelled.
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I'm not a big Trapper player, but I pretty much only play with with Trapper Sack and Iri Stone. They cut down on so much set up time so I can actually pressure survivors and not have multiple gens pop before I even find someone.
I generally always double trap the shack (window and pallet, outside) and the main building right away, and survivors will often disarm some of those, but then mid-way through the game I almost always get a survivor caught in a trap they thought they already disarmed. And it's much more satisfying when that's mid-chase too.
It sounds like a lot of RNG, but unless survivors are going around resetting every trap constantly (which itself is time consuming for them), then there's usually only a small number of inactive traps anyway, and not many choices for the RNG to choose from.
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- Design a set up, zone control killer.
- Realise you just made one of those.
- Realise that one is universally despised.
- Add in restrictions and counters to the set up, zone control power to prevent it being used for 3-gen defence, so that it only works for a few seconds at a time, meaning it can only be used in chase and not as a set up power at all.
- Wonder why players don't 'get it'.
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@Melinko said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523221#Comment_3523221
As a zookeeper, I can appreciate and support that. And to be fair, Cujo wasn't a bad dog or a villain. Just got rabies :(
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523222#Comment_3523222
What modern horror would you like to see added?
The Nun, Annabelle?
Jeepers Creepers would be cool.
Terrifer is cool but much like IT, there is already a clown in game.
I'd be all for Tucker and Dale vs Evil as survivors!
Apart from Terrifier, these are all at least 10yrs old.
And Alien Isolation released in 2014. The franchise is practically timeless.
So I'm not really sure where this 'old' vs 'new' horror thing is coming from.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523137#Comment_3523137
Wouldn’t you like to see some newer modern horror too.
Like what?
Oh let me guess. Fazbear.
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Eh, old-old Undying was busted, but I do miss when Ruin was a big player. 6.1 did some good things but it was mostly bad, just swapped one meta for another, less fun one.
That said, I don't agree the game is falling into some pit of brokenness. In many ways it's much better than it used to be. It just seems to be two steps forward, one step back, all the time.
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Toolboxes are finite and Saboteur has a lengthy cooldown, that's the counter, you try again. Survivors who tagteam these plays are wasting twice as much time as those who don't, reducing gen time by 50% or more, so you're technically getting partial pressure in return.
It's like when bully squads crowd the hook. Yes it's irritating and it might be triggering and cause you to missplay. But it also means no one's on gens and if you don't lose your cool, you'll win every time because no gens will ever get done.
Technically though, Iron Grasp + Agitation is a counter, because you can just veer off to another hook and get to it faster than the saboteur can.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522962#Comment_3522962
Kindred as a perk isn't used to make your teammates save you or to push them to make good decisions, though.
You run Kindred so that you can make decisions about whether to leave your generator or what have you when a teammate is hooked. If you don't run Kindred you have to guess, and hope against hope that you have semi-competent teammates so you can trust the survivor HUD- because if you don't, the Meg you thought let go of her gen to go save is actually crouching in a corner and the hooked teammate hits stage 2.
It's about enabling decision making in players who want to put in that effort, it isn't about the kind of players that would ignore it in the first place anyway.
(There'd also be more variety, not less, because you don't have to sacrifice a perk slot for necessary information.)
I don't know about you, but I've never felt the need to run Kindred after the HUD icons came out.
They give me more than enough contextual information to judge whether or not I need to make the save. The only thing lacking is whether or not the killer is camping, and the killers aura would definitely be too much information for basekit.
At best they should give a HUD indication of when the killer is within 16m, which will hopefully come with the anti-camping measures.
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@Hanuka5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522707#Comment_3522707
"Madness II: Survivors intermittently hear a distant Illusionary Terror Radius."
There are two possibilites now. First one is that BHVR dont know their own game and write it wrong. Or the second possibility is that you define terror radius other as BHVR does.
Just in case: Im talking about the Terror Radius definition of BHVR and not of yours. But im not even sure why we are talking about it because im pretty sure that you understood what i mean
The keyword here is illusionary.
This is specific to The Doctor. It is the appearance of being within the terror radius even at a distance.
Freddy doesn't have this.
You are not understanding how Freddy or Lullabies work.
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@shiroo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522425#Comment_3522425
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522442#Comment_3522442
Which part of "Yes, sometimes I will just go play killer even though I don't really want to at that time but cmon..." you didn't understand?
Also...not really a solution, is it? Maybe I don't have a lot of killers? Maybe I don't have a lot of perks on killers? Maybe I'm bad at killer? Maybe I just don't feel like playing the killer at the moment...Thank god people like you are not devs...
It's not the devs responsibility to cater to individual players.
The problem is there arent enough killers.
The solution is getting more people to play killer.
There's already a 100% bonus incentive to play the role in need. If that's not enough I don't know what would be.
"Lower the queue time" yeah that suggestion is about as good as "just fix the game".
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Load into a lobby with two Bills, swap to Bill, last survivor also swaps to Bill. Great game that ended in a four man bodyblock relay to the exit.
Another game more recently. Pig, 2 hook everyone, then muck about for boops. Everyone lines up at the exit gate for a four man slug race.
https://youtu.be/QWQ_OIgpg44 -
Yes and mostly.
Not as hyped as I would have been if it's power wasn't another anti-controller one, but I'm still gonna get it and give it my best shot. I can mostly manage as Nemesis, and have no problem resorting to M1s.
I'm more hyped that it's in the game than I am to actually play as the Xenomorph tbh. Future Ripley main by all accounts.
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@Hanuka5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522684#Comment_3522684
I think you dindt played against the nightmare or doctor alonger time. Same as Doctors addons "CALM" let you hear a distance terror radius (not a lullaby), is it with the nightmare too. The nightmare has Lullaby + distance TR.
So, what you are asking for is either for them to remove the Oblivious status effect
No thats not what im asking.
If you're using the visual heartbeat feature. This shows as a red blob in the center of the screen when you're under the effect of a Lullaby.
If you're within the Terror Radius, you will see a heart icon.
There is no 'distant Terror Radius', you're either in it or youre not.