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Seraphor

Seraphor

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Seraphor
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  • @NoOneKnowsNova said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519032#Comment_3519032

    What would The Notjakes power be however?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519035#Comment_3519035

    I think you have ranked it correctly there. If you find A easiest then youll rank it as 1, then the second easiest as two and so on.

    What I meant was, this question is formatted terribly and is hard to read. :)

  • Electrophobia would be trash.

    Hasten Healing... a little confusing as it doesn't include whether or not itself is prohibited by Exhaustion, so would it be like MFT and be a semi-exhaustion perk? If so, probably very strong, but if it can't be used while exhausted, probably fairly limited but still viable. I guess at the very lest you wouldn't be able to pair it with MFT for a quick Endurance so there's that. Probably the best shot at being a 'real perk'.

    Harming Hands, probably not that useful, around the same tier as Iron Maiden tbh but would maybe proc a little more often. Also doesn't indicate the duration of Exposed, surely it's not indefinite, that would be broken.

    Boon: Safe Haven, sounds interesting, Boon equivalent of Devour Hope maybe.


    What I really want to know is:

    surveyquestion.png

    How can I rank the format of this question?

  • A lot of people seem to be forgetting the specifics of the system BHVR proposed, and in addition, not understanding that the specific values of those effects will make a big difference.

    For starters, the zone in which the killer will be penalised for occupying is graduated. I believe the distances they gave us were within 10m, 10-16m and further than 16m. The point of this is so that a killer can’t straddle the 10m line to avoid the penalty altogether, as a mix of -10m and 10-16m will still incur the penalty, but a mix of 10-16m and 16m+ won’t.

    Secondly, other survivors being within those zones will reduce the rate, on a per-survivor basis.

    Hypothetical examples:

    • The gauge to unhook yourself requires 50 charges.
    • The killer being in the 10-16m zone charges this gauge by 1c/s
    • The killer being within the 10m zone charges it by 1.5c/s
    • The gauge doesn’t begin charging for 5 seconds to allow the killer to leave the area.

    This would mean a proxy camp at 10-16 meters would have to last 55 seconds (most of the 60 second timer) before the survivor could self-unhook, giving them a 5 second window to unhook. It would only take the killer ducking out to further than 16m for 5 seconds to deny an unhook attempt before they lost a hook state.

    However, if the killer facecamped within the 10m inner zone the gauge would charge in 33.3 seconds, allowing the survivor to self-unhook as early as 38 seconds into their first hook state.

    • Each survivor within the 10-16m zone reduces the rate by 0.125c/s
    • Each survivor within the 10m zone reduces the rate by 0.5c/s

    This would mean if a survivor was looping the killer around a hook within that 10-16m intermediate zone, it would take 57 seconds of charge before the survivor could unhook themselves, or 62 seconds in total. So, the hooked survivor would not being able to unhook before they lost a hook state.

    But if another survivor was looping within 10m of the hook, that would extend to 55 seconds, but again, it would only take the killer to maintain his loop at further than 10 meters to prevent this. Two survivors within that 10m zone would push it well over 60 seconds, and essentially prevent the self-unhook within the first hook state again.

    If the killer can’t catch the looping survivor within 55 seconds, then by all rights they deserve to lose the hook. A 55 second loop around a hook just doesn’t happen, it takes chaining multiple loops to last that long. This will only happen if the killer is actively facecamping and dropping chase periodically.

    These hypothetical values I think would be close to a ‘sweet spot’, but of course they’re just the first values that came to mind so I’m sure there’s a more optimal system that BHVR are closer to themselves. The point is, you can change these values, such as increasing or decreasing the required charges from 50 to 60 or 40, and the c/s, as necessary, to achieve the effect you want, whereby facecampers are penalised but killers not facecamping aren’t.

    I'm usually sceptical about these things, all other anti-camping measures tested have been abused, and there's always a chance BHVR don't get the values right. But I think this proposed system has a lot of potential to actually work this time.

  • Unpopular with survivors: Doctor and Plague.

    Unpopular with killers because "they're weak": Ghostface and Pig

    Unpopular survivors: Jane (maybe) and for some reason, I always seem to get daily rituals for Yoichi, so I guess I play him a lot out of necessity.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515987#Comment_3515987

    Wouldn't it be a good idea then to implement a competetive and a casual mode?

    Competetive would be for the players that focus on balance and that are ok with waiting a bit longer for their matches and casual would focus on the players that want a fast match making experience.

    Because long time players don't want competitive matches, they want quick easy wins. So all the best and sweatiest players would just play Casual, with an even bigger chance of being paired with newbies they can bully.

  • How is hiding from a killer who can easily kill you and the anxiety of being found not horror? But running right up to a killer who's relatively powerless in bright happy colours and neon lights... is horror?

  • @thisislastyearsmodel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517877#Comment_3517877

    You don't think having Kindred would be a good change for solo-q? I'm curious as to why.

    I dont.

    Aura reading is very powerful, and it's more effective than voice comms. This wouldn't just be a buff to solo, it would be a buff to SWF as well. In fact it would be a bigger buff to SWF, because it's not just info that SWF benefit from, but a willingness and higher aptitude to coordinate. In short, solo isn't bad just because you don't have info from each other, but mainly because solo survivors don't want to coordinate to begin with.

    Kindred is already shared among the team. If one person brings it and is hooked, then the other three survivors get the effect for free. Those three are effectively already getting "basekit Kindred" under that specific circumstance, so we know how much it helps. Essentially it doesn't help all that much, at least half the time the other survivors will ignore this info. Kindred mainly benefits the survivor who uses it because they're the one who plans to use it.

    The HUD action icons already provide enough info to know if you need to drop what you're doing to make a save. Any solo survivor who is willing to coordinate and has the gamesense to use this info can already do so with these icons. All that's missing is info on the killer, and with the anti-camping mechanic coming this year, I'm hoping sone indicator can be added to the HUD to show when a killer is camping, such as displaying the hooked survivors 'self unhook' progress.

    Generally, making perks basekit is a bad idea. Not only does it mean you need to add yet another effect to the perk in question to replace it, but it leads to power creep, which only widens the gap between meta and non-meta, skilled and unskilled, which exacerbates the matchmaking issues.

    The only 'perk' I would make basekit, which is thankfully already in the works, would be Shadowborn, because avoiding motion sickness is an accessibility issue.

  • We already have Alien and the free trial a week later.

    Give everyone a week to get TCM put of their system then come running back to DBD.

  • @HarlockTaliesin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518434#Comment_3518434

    The issue with that was everyone was in the same boat, so it was an all or nothing situation. What I'm proposing is letting the players decide which they want. If you want a fast lobby, you can turn that setting on. If you want a balanced/quality lobby, you can use that setting. This way each type of player can get what they want, or as close as reasonably possible.

    The problem with this is that you're dividing the playerbase, which itself effects matchmaking negatively.

    With the people who select 'long queue/closer matches' out of the 'fast queue/looser matches' running, both options will end up taking longer.

    Fast queues will end up having no matchmaking at all, and long queues will take a ridiculously long time to the point where you'll probably give up waiting around the 30 minute mark. Everyone loses.

  • As long as you can be blinded by a survivor outside of your field of view, Lightborn should stay.

    Mangled and Haemorrhage individually are weak effects.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518009#Comment_3518009

    you mean make coulraphobia a usable meta perk on doc. wow a perk that is blocking healing. so overpowered. shrug.

    I love my anti-skill check Doctor.

    I get my 54m Terror Radius, and survivors can't hit any skill checks in about half the map. With Sloppy and Coulrophobia, they literally can't heal.

    It's ridiculously oppressive. I can only imagine how bad it would be if it was the entire map. Survivors would be lining up by the hook.


    That said, I could see them increasing Doctors base TR to 40m like Wesker, and in turn, nerfing the Calm add ons.

    Instead of being +/- 4/6/8 when Static Blast is/isn't ready.

    It could be +2/4/6 when Static Blast is ready and -6/8/10 when Static Blast is on cooldown.

  • A better option would be if depositing a bucket of blood provided you with an 'Entity's Favour', which not only scored BP but also allowed you to remove 10% of a generators required repair time.

    Basically trading time for a BNP.

    It would be less efficient than just sitting on a generator for those 9 seconds so if a survivor did it just for the BP it would be time lost, but it would provide a work around for 3 gens, and therefore a viable mechanic for high MMR as well.

  • Just ignore all Singularity challenges. Easy.

  • If the killer disconnects, all survivors escape and keep any bloodpoints they earned up until that point.

    If anything else happens, it's a bug.

    A common bug is when YOU disconnect, but it shows the killer as having disconnected on the scoreboard.

  • So 3 survivors instead of 4?

    What's to stop the killer tunneling out one survivor and making it a 2v1?

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/388322/should-the-shrine-be-6-perks

    no, you should have a way to separately buy any perk, and the shrine should only work for some discount on a random perk

    Original character perks should purchasable directly with shards.

    Licensed chapter perks only should be available through the Shrine.

    This would nearly halve the selection pool for the shrine without needing to change anything else about it.

    They're almost certainly not going to make Licensed perks freely available as it would probably violate their agreement.

  • I see this maybe one out of five games, definitely not unplayable.

  • @Katzengott said:

    For me it feels the majority of the playerbase is at least above the soft cap at this point. And for how this MMR works, it means it will be still a mixed bag of average, good and really good players. Maybe it's time to higher the soft cap a bit?

    They said they routinely move the soft cap to ensure that roughly the top 5% of the playerbase is above it.

    I'm certainly not above it, and I intend to keep it that way.

  • I had a game as Pig where one of the survivors was called Boop The Snoot, so naturally I decided to play a chill game. I intended to 2-hook everyone then let them all escape and giving everyone a chance to boop.

    Cue Steve who decides to kill himself on hook, and message me to say he's reporting me and Boop The Snoot for working together.

  • I don't see the issue. Play that killer a few times and chances are you'll 4K at least one of them.

  • @XombieJoker said:

    why are you waiting for the bots to finish 5 gens, just end the game quick, bots are so easy. If anything the DC penalty should be increased

    Not always. If you have a stealth killer or a killer who 'moves' through different space like Spirit, Knight or Singularity, reaching a bot can be difficult, because they always ping your exact location (including things like which biopod you're viewing from) and hold W as soon as you begin you approach.

    This leads to long, drawn out, boring chases, until you can get them stuck on a short unsafe loop that they refuse to leave.

  • Not really. His power is instant and hits over pallets without needing to break them first. His tunnels are already set up and can't be disabled. He doesn't stomp around like Nemesis to be heard coming a mile off even when undetectable.

    Better than Demo in every way.

  • @Killing_Time said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3516679#Comment_3516679

    I think they should be removed from the game. Not every killer needs 1000 ways to outplay them.

    Then Alien gets a weaker power.

  • @versacefeng said:

    Why do people complain about Coldwind being set during the day but not Ormond?

    Neither hold a candle to the incandescence of Eyrie of Crows.

  • To shock a survivor that's 48m away you need to do one of two things.

    1. Expand your Terror Radius to more than 48m so you can shock them via static blast. You can do this by using double Calm add ons and Distressing to get I believe 56m (been a while since I did the math)

    2. Use the add ons that cause survivors to shock each other when in close proximity, and hope they do so more than 48m away.

  • I think it could do with a few minor tweaks, and as a controller player who can't aim for ######### I hope runner mode gets a bit of a boost, like reducing the TR to 16m or something.

    But overall it looks really fun. Turrets provide meaningful counterplay without being oppressive like EMPs, more like exposing GF, and seem fun to use and play around as a survivor.

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3516063#Comment_3516063

    It’s because they are again showing that they don’t care about their most loyal, veteran players. He straight up said that this happens more often at the extremes of the MMR brackets. It’s the same reason they balance the game for scrubs who occasionally play. They don’t care.

    ...because it's only natural that the extreme ends of a bell curve would have fewer closer relations...

    This is a mathematical truth, not a conspiracy.

  • My suggestion: combine them.

    I don't see why we have one item class for tracking the aura of chest/gens/exits/totems, and obe for tracking players/hatch.

    Just give us one class of item that cam track all auras depending on the type/add-ons used. Just as we have medkits that are better for healing others, or toolboxes that can be used for gens or hooks, one item that can track survivors/gens plus killer/objects depending on add ons.

    @Seraphor said:

    I've always found it odd that we have two classes of items that (now at least) only exist to track auras. So why couldn't these functions be combined into one item class that's used to track auras, using add-ons to determine what additional objectives are tracked?

    I've formed this idea on the basis of three issues I have with or regarding these items:

    1. Since the Hatch rework, Keys have become virtually useless for opening the Hatch, and still very rarely used for their aura tracking features. That aura tracking is very useful, but it doesn't appear to be good enough to get many players using them.
    2. Maps are also rarely seen, despite not being changed. Of course this is probably because they were previously used with Keys in a SWF to locate the hatch. As it turns out, their limited aura tracking isn't quite good enough to make up for this.
    3. This will seem unconnected but... basekit Kindred. It's requested over and over again as a bandaid fix for solo survivors to deal with camping. It's never going to happen, but these items could make up for it. We have medkits in place of healing perks, toolboxes in place of repair perks, and flashlights provide additional ways to stun. So why not have items that replace aura perks? Do these items already do that? Kinda. Do they do it effectively enough? No.

    So I've come up with a concept where instead of having Keys or Maps, we instead get Keyrings. We can attach various charms, and indeed keys onto these Keyrings, and they effectively serve as buffed Maps that could be used to open the hatch, if they have a functional key attached to them.

    https://us.v-cdn.net/6030815/uploads/DULKSWT7SJJN/keyrings1.png

    Please forgive the scuffed icons.

    The main addition here is that simply equipping the Keyrings will provide the survivor with one permanent basekit feature, the ability to see the auras of fellow survivors within a short distance. Effectively replicating Bond but slightly reduced. This is comparable to a Medkit replacing Selfcare.

    In addition, Keyrings can still be channelled, using up charges, to activate further aura tracking abilities. As default that includes survivors further away, and generators within that same short distance zone.

    https://us.v-cdn.net/6030815/uploads/L32R2JSLFYX5/keyrings2.png

    For common/uncommon add-ons, we get the general distance/charges upgrades, plus a few additional abilities. Some of these are simply existing Key or Map aura tracking abilities that I've integrated back into Keyrings, however the Eroded Token's new effect is entirely novel.

    The Eroded Token would allow you to see the aura of survivors who are within 16 metres of the killer, when using charges. This would serve as a sort of Kindred-lite, as if you start charging the Keyring and see a survivor appear further than 16/24 metres away from you, you can infer that the killer is close to them.

    https://us.v-cdn.net/6030815/uploads/TUYJMLA90CGF/keyrings3.png

    Then we get the rare and up add-ons.

    The Gold Token is straight up Kindred replication, although obviously limited by the charges of the Keyring.

    The Broken Key now sees a new lease of life, it's no longer useless, it can be used to track the Hatch, even while it's open, giving you as the last remaining survivor an edge over the killer in the race to the hatch.

    Attaching the Dull Key allows the Keyring to function just as the current Dull Key does, giving the ability to open a closed Hatch. Then the Skeleton Key combines both together, giving you the aura of and ability to open the Hatch.

    I think these changes, essentially combining the best parts of Maps and Keys into one, would make an item that may actually be as useful as a Medkit, Toolbox or Flashlight, and provide solo survivors with additional effective options to gathering info, that won't feel like a waste of a slot that using Kindred does for some.


  • @Beatricks said:

    Because people understand the difference between description and prescription.

    I'm probably the most vocal member on the forum going so far as believing that the DC penalty should be flat out removed or significantly decreased so that only really notorious abusers get significant bans.

    And yet I am also frustrated by survivors killing themselves on hook just because they are going up against a Legion. I want this game to be fun. I understand that as long as the developers don't do anything, people WILL find a way to not play a match that they are not enjoying. You can come up with the most convoluted ways of forcing some poor Solo players to be a Blight's bloodpoint pinata, but I guarantee you that those pesky survivors will come up with a way to get out of the match as soon as possible.

    You don't treat symptoms, you treat the underlying cause. And the underlying cause is that the game is miserable to play about 19 out of 20 games and the only thing keeping the playerbase at a level even close to functioning is the fact that we can go next when we get the sixth 5k+ hour Blight main clapping everyone at five gens remaining.

    Separate the sweat, balance the game, just do SOMETHING, because banning people will not be a solution in the long term.

    There will always be 'something' players will complain about.

    This is a pvp game, someone has to lose for someone else to win, and losing is inherently not fun. You make playing survivor too much fun and you'll start haemorrhaging killers that aren't having fun.

    The problem is that DBD players can't take a loss. If they get caught too early or lose too many gens to soon, the game is broken and it's everyone else's fault but their own.

    The game is truly in the most balanced state it's ever been in, and yet players are complaining more than ever. The game will never be "fixed" for those people. You will be forever chasing a "cure for the underlying cause" while your "symptoms" get progressively worse the more effort you waste in doing so.

    I've played for long enough now, and put up with enough frustrations in that time, to realise that the game is what you make it. The matches you play will only be as fun as the attitude you bring into them. If you go into a match expecting to be 'screwed over by the system/other players' then when things inevitably don't go exactly your way, you'll be triggered and upset. If you go into a game willing to play the hand you're dealt and adapt to whatever happens with an open mind you'll enjoy it.

  • Yes, 'you can't force people to play the game' is true.

    The problem is that DBD players are fickle and will choose to 'not play the game' for some truly pathetic reasons.

  • Also first things first, always restart your game and see if that fixes it. 9/10 when it's something like this, it will.

  • Personally:

    Survivor - Exit gates are powered and/or I escape through an exit gate. So if other survivors (ideally multiple) escape but I die after the gates have been powered, I'd still personally consider it a successful game, and if everyone else dies but I still manage to open the exit gates (not not a hatch escape) I'd consider it a win too, but ideally after several gens have been repaired.

    Killer - 3K+ OR 9+ Hooks and a fun game. By which I mean, 3K is fine regardless of how that game goes, but if I can get my 9 hooks with a 1K result, but it's been a fun game and I ease off a bit to give them a chance to open the exits, and my easing off means I don't manage to catch them again after that, I consider it a successful game. I usually still "try", like if a survivor stands still in front of me I'll have to hit them, but if I've got my 9 hooks and I see a vulnerable survivor 20 meters away, I might go for someone else instead and give them a chance to heal.

  • Why would you complain about being tunnelled? You can just go to the next game.

    It's not great having 1/4 of your objective impossible to complete.

  • @versacefeng said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3516007#Comment_3516007

    Maybe your experience as killer is that way because you’re not good?

    My experience as killer is not this because I'm good enough to know to completely ignore these kinds of chases and the accompanying flashlight clicks that come with them.

  • @GannTM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3516014#Comment_3516014

    My suggestion is to tone down maps. Some maps are terribly designed, but it’s not the fault of the perk itself.

    This makes it disproportionately harder for survivors not running WoO than it does for those that are.

    As I said before, the only way 'toning down maps' would constitute a relative nerf for WoO formulaic chases is if pallets are more than 32 meters away from each other, which makes finding a pallet without WoO exponentially more difficult.

    Your suggestion just makes WoO more valuable and necessary to run if you don't want to be caught in a deadzone.

  • @GannTM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3516007#Comment_3516007

    Yeah I’m also sure it’s fun for survivors having dead zones and not knowing where they are because of how awful solo queue is.

    So what do you suggest?

    Perfect pathing so every chase is a 100% predictable rotation of loops that lasts 5 minutes? (WoO)

    10 second chases in complete deadzones? (Most Blight/Nurse games)

    Or perhaps something in between? (Other killers when WoO isn't in play)

  • @GannTM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515714#Comment_3515714

    Why wouldn’t survivors run to pallets or windows during a chase though? Do you expect them to always run in dead zones? It’s literally the only defense survivors have and where the skillful mindgames happen. If that’s what the perk encourages then bring it on.

    Because it's so much fun.

    Run around loop 50 times until the gap closes. Pallet stun. Flashlight blind. Run to next loop. Repeat.

  • Perhaps WoO could be a perk that scales with match conditions.

    For example; the range of it's aura reading decreases by 4m for each generator repaired. Solo survivors whose team may not be performing as well will see more benefit over a genrushing SWF.

  • @[Deleted User] said:

    Singularity is the weakest killer in the game. His skill cap is hilariously overstated. He's not hard. He just sucks. His power is "complete multiple steps to get EMP'd then redo those multiple steps to have Fire Up". That's his power.

    Backfills and overly favoring queue times breaks matchmaking. I don't think it's smart to tailor matchmaking solely to what players think they want when they don't understand the intricacies of a matchmaking system. I wouldn't get much done at my job if we asked our customers how they thought we should solve problems and based our solutions on that. Players *think* they want the fastest queue times. Of course they're going to say that. Nobody is going to say they want a restaurant to take 30 minutes to cook their burger if given the choice. But they're going to send back a burger you barely cooked in 30 seconds. It's silly to even ask people because it sets an expectation you can't reasonably meet either way. Find the middle ground that makes the system work with reasonable queue times and roll with it.

    I don't think it's smart to tailor matchmaking solely to what players think they want when they don't understand the intricacies of a matchmaking system. I wouldn't get much done at my job if we asked our customers how they thought we should solve problems and based our solutions on that. Players *think* they want the fastest queue times. Of course they're going to say that. Nobody is going to say they want a restaurant to take 30 minutes to cook their burger if given the choice. But they're going to send back a burger you barely cooked in 30 seconds. It's silly to even ask people because it sets an expectation you can't reasonably meet either way. Find the middle ground that makes the system work with reasonable queue times and roll with it.


    This is exactly what BHVR have done. Players think they want close matches, but this means queue times longer than matches themselves.

    Players DO want fast queue times over close matches, because close matches are sweaty matches.

    When players say they want close matches, what they really want is weaker opponents.

  • @SAF3TYRA1LS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515646#Comment_3515646

    Well don’t blame pallets if people choose to play M1 killers. Just saying.

    So 75% of the killer roster is unplayable and that's fine?

  • @GannTM said:

    WoO isn’t the problem. Bad map design is. Can we please not nerf viable solo queue perks just because of a whole separate issue that WoO enhances a tiny bit?

    WoO leads to formulaic pathing from pallet to pallet.

    It doesn't matter how you design the maps, WoO users will still make a beeline for the nearest pallet wherever it is.

    The only way to solve for this would be to halve the number of pallets and vaults on each map, which means you're punishing survivors who don't run WoO. So ultimately it's an issue of power creep, WoO offers too much information.

    WoO has a double-whammy of being both a useful learning tool, AND vital information for the skilled looper. It's difficult to nerf for the latter without also nerfing for the former.

  • I'd say my games are usually an even split between; losing (gates are powered and 2+ survivors escape), 4K, giving hatch, and willingly letting survivors open the gates.

    Very rarely see it in my survivor games though.

  • They could be adjusted without losing the mechanic altogether.

    Instead of having three chances that deplete 20s of your 60s first stage timer that are available instantly, make it so you gain one escape attempt every 10s, which deplete the timer by 10s.

    Functionally it's the same mechanism, but crucially it means that the minimum time you can be on first hook is 30s, rather than about 6s.

    This would maintain it as the 'quickest way out of a game' without incurring a penalty, but it would be long enough for a team mate to potentially make a save. Only if the other survivors are pressured or otherwise engaged by the killer, or the killer is camping, would it be impossible to make the save, aka all scenarios in which you would legitimately want to 'go next' anyway.

    If someone really wants to leave they can still offer themselves to the killer, but this 30s buffer and the resulting 'second chance' it provides can in a lot of cases turn it around and convince the survivor to give it a shot.

    I know I've had games where I've been on the hook, and it's looked like no one would be able to rescue me, like all three were on a gen on the far side of the map and no one was coming for me. I take my chances and go to 2nd stage, then they run over and save me with about 15s left on my timer, meaning if I didn't take my chances, I would have kept a hook state. This buffer time would quell this sort or 'impatience' or otherwise hasty decisions to leave a game.

  • I tend to keep a balance of 1000 AC and buy premium once I reach level 70 for the immediate refund.

  • Ghostface meme add ons

    1. You are unable to stalk survivors. When a survivor reveals you, they become exposed for 60 seconds.

    2. You are unable to stalk survivors normally. You gain the ability to climb into lockers. You can stalk survivors from inside the locker. If a survivor opens your locker they become exposed for 60 seconds.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512353#Comment_3512353

    But SWFs aren’t winning that much more than solo queue (+\-15% with a 4-man). And contrary to popular belief, no one is facing 4-man sweat squads very often. They’re only 4% of the player base. Most survivors are in fact solo queue, with duos close behind.

    To be fair, that 4% is far more likely to be high MMR, which means if you're in the top MMR bracket, you could be facing a significantly larger pool of 4-man SWF.

    It's a guess, but I wouldn't be surprised if it was closer to 20-25%.

  • There's no need for "more transparency about how MMR works", we know why this happens.

    People who drop out of lobbies cause them to be 'backfilled'. The game will pull the next available player who can fill that role so players don't wait 5 minutes every time someone dodges a lobby, bypassing MMR entirely.

    You can't use single cases like this to critique MMR because these are events outside of the usual function of MMR.

    And outside of these events where MMR is being applied, it can only work with what it's given, with the players available to match with. We know the parameters widen after a few minutes and eventually include everyone anyway. This is the system the majority of players prefered. The alternative is waiting 15-20 minutes or more for a game.

  • @appleas said:

    MMR is scored based on Kills/Escapes though. You may think that hooks is the way to go but clearly the devs don’t share your sentiment, otherwise it would be hooked by daylight

    This is assuming that an increase in MMR is desirable.

    Increased MMR isn't necessarily synonymous with "winning". It's synonymous with killing.

    If you want to play for hooks over kills, then you can still do so, and your MMR won't increase as much, and you'll face opponents against whom this win condition will be more applicable.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511117#Comment_3511117

    I am sorry but maps supposed to be strong for survivors because most of killers have anti-chase ability. Imagine they are nerfing these maps for killers like Pig, Trapper, Doctor etc.

    Now these killers will be fine. True.

    But how you will loop Clown, Pyramid Head, Nemesis, Demo and other anti-chase killers. How you will have chance against range based killers ( Huntress, Trickster and Slinger).

    Do i even need to say this will make Nurse, Blight, Spirit, Wesker and other A tier killers busted and broken.

    Maps are coming with strong loops for reasons.

    It would be nice if there were some 'killer specific' map variables.

    For example, if killers without any kind of chase or anti-loop power would spawn a breakable wall in the Killer Shack like on Dead Dawg, providing the basement isn't in shack. And have any TL walls spawn in a variant like the new ones on the Nostromo map that have a slightly shorter T wall.

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