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Seraphor

Seraphor

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Seraphor
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  • @thisislastyearsmodel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3510965#Comment_3510965

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3510971#Comment_3510971

    I play on PS4 because, and I can't believe I'm saying this, the game runs smoother on it than it does on my PS5. Every time I run it on the 5 it's insanely laggy, to the point that I can't even hit skill checks; meanwhile, on the PS4, I can hit greats consistently. I know hitting greats isn't all that difficult, but I'm using it as an example of the lag.

    Weird, I get the exact opposite.

  • The point regarding the hooked survivor having a hitbox so that it serves as a blocking mechanism during unhook attempts is an important one. It's essentially an anti-camping mechanism.

    But also, I smack survivors after I hook them to shut their scream up. Some survivors have awful screams that I just can't stand hearing, like Feng. And for some godforsaken reason they now last about 10 seconds so there is absolutely no chance I'd be on board with removing this ability.

  • This is one of those things that is a fault of map design, kinda like when Coldwind's basement's entrance was narrow enough to bodyblock it. Doing so wasn't bannable, but they ultimately changed the map to prevent it, so maybe something needs to happen here as well.

    It's always struck me as problematic that this room could be a death trap, and I suppose they thought that a killer can't hold you hostage here because you can repair the gen. I'm not sure if there is a solution, other than actually widening the doorway.

  • By it's very definition, applying pressure to survivors means inconveniencing them, preventing them from applying their optimal strategies, which primarily involves genrushing and rapid recovery/reset. Anything that wastes survivors time and gets them off gens is pressure.

    The issue is, do survivors think that anything that does that is also toxic? Survivors don't like having their time wasted.

    • Slugging wastes time laying on the ground.
    • 3-gen wastes time running away from generators instead of repairing them.
    • Camping wastes time dancing around the hook hesitating to make a save.
    • Tunnelling, in fairness is... unfair, to the survivor who is tunnelled. But it applies the threat of elimination that's needed to draw other survivors out to take hits.

    In all cases, the problem is that any of these applied in moderation is "fine" but taken to the extreme, results in either a stalemate or a snowball. But good luck getting players not to capitalise on their most effective techniques and not take them to the extreme whenever they can.

  • I don't see why they can't remove de-pipping, but make pips harder to gain in exchange.

    You'd keep the same pace, but do away with the frustration of losing a game to forces out of your control.

    1. Jake cos he was hot.
    2. David cos he was hot.
    3. Felix cos he was hot.
    4. Chris cos he was hot.
    5. David cos he was gay.
    6. Vittorio...

    You get the picture.

  • Not as clear cut, as I would say "no" it doesn't need a rework, but it could do with a fair nerf and still be just fine.

    A fair nerf could be:

    • It actually inflicts Exhaustion so you can't combo it into Dead Hard.
    • It only activates in chase so you gain less advantage by pre-running/holding W (and stealth killers get a workaround besides bloodlust)
    • It gets nerfed to 2% haste instead of 3%.


  • @th3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507440#Comment_3507440

    Or perhaps not nerfing a perk which at its base requires skill expression. Bad survivors won't know what to do with their information, while a good survivor player still needs to capitalize on the information presented. All this nerf would do is sentence the perk to the usage rate of visionary (which is crap). Hot take imo but pick rates aren't everything when it comes to if a perk is a problem.

    No pick rates aren't everything.

    The issue is the flawless chaining of pallet to pallet to pallet to pallet to pallet... with a flashlight blind at every single one.

    15 seconds would require the survivor to make use of the advantage Windows offers them by actually extending the chase by those 15s in order to get it again.

  • @th3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507428#Comment_3507428

    That's what it was before it got changed to always be active, and guess what. No one ran it, and instead ran a dreaded second chance perk instead.

    Looking back at the history, it was 20m with a 40s cooldown, understandably crap.

    32m with a 15s cooldown is much more manageable, you can still use it multiple times a chase. Sometimes the middle option really is the best.

  • I wouldn't mind if it got the Visionary treatment.

    While active, when you drop a pallet or make a vault, the perk goes on cooldown for 16 seconds.

    You can still make a mental note of where everything is when you can see it, but it's not 100% uptime and so it has an element of 'skill' to it.

  • @Chilli_man2400 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507389#Comment_3507389

    What if boon dark theory made you 3.5% faster when in the boon range but when you leave you run 7% faster for 2/3/4 seconds.

    Hard to say. It's currently designed to span a couple of loops. If it could be positioned so that your loop has you dipping in and out of the radius, then you could get an almost constant 7%.

    Then all you need to do is chain two loops together that border the boon radius while also running MfT and you have an infinite. Yes the killer can break it, but that means dropping chase. So either way it's a free escape.

    I think a situational MfT is better than a situational Hope tbh.

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506623#Comment_3506623

    I know, I think we both agree dark theory could be buffed to 5% or 7% and would still be pretty bad, but there are others that say it would be too OP and is fine as is

    Made for this is only a problem for some because it works everywhere and for unlimited duration with no prerequisites except not being exhausted

    It's still a Boon. It can deserve a buff without the expectation that buff will make it meta. No one is expecting boons to be meta right now.

  • @Pavel_Ch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507049#Comment_3507049

    anyway, statistics for one month of September 2022. it absolutely does not reflect reality

    The figures themselves no, but there's no reason the trend/pattern should be any different. Apart from Sadako's rework and the addition of Knight/Chess/Larry, these killers haven't changed.

  • My technique for placing vault traps has always been to step through the vault myself, then place it immediately on the ground in front of me. I think this is a bit further than Otz "one trap" method, so I wonder if this still works.

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506848#Comment_3506848

    Getting rid of those won't change the experience of not feeling like you can just play the game casually.

    This game is nearly 10 years old and has been optimized greatly by players, but the game doesn't have an "off switch" where you can just kinda just play the game without caring about whether or not you're being optimal. DBD is suffering from a lack of ways to engage with the game and ways to separate the people who need that heavy competition feel from those who just want to goof around for a bit.

    As long as DBD continues to have a singular catchall mode of play casual players aren't going to get as much out of it. Casual players often want a variety of things to in a game. Tomes could have been a great way to handle that if they were paired with a single player or co-op story mode component. Casual lore people could actually be getting the part of the game they care about through gameplay that engages them independent of the usual dbd experience. Right now casual lore players will kinda sorta play the game when it strikes them, but usually just watch youtube videos instead of doing tome challenges.

    Casual players want and need casual spaces in games.

    The game does have a casual 'do what you want' mode though.

    Custom Games

    It's just there's a requirement to organise your own party.

    I've said before, that there should be some sort of queue filler or game listing for custom games that you can list for open play. You could choose between a closed lobby (how it is now) or an open lobby (open for random players to join).

    Open custom lobbies could be searchable through a system similar to friend finder, have exclusions for blocked accounts, etc.

    And while custom games shouldn't award challenges and dailies, XP, or effect MMR. I think they could award a reduced BP score. Maybe something simple like 5000 per game plus 5000 for escaping/1250 per kill.

  • I don't think the game can be played at an average casual level anymore. I don't think you can really come home from a long day at work and play a couple of games on either role without the game being more trouble than it's worth.

    I can.

    I think this says more about your attitude than the state of the game.

    If you only gain satisfaction from winning, then you're not always going to enjoy yourself, and frankly you can't claim you're looking to play casually.

    My only issues are excessive lobby dodging and players who DC during loading because they didn't like the offerings. These mean it takes longer to get into a game than it does to play it.

  • Stealth, Mobility, and power progression, like Myers tiering up, so that you can work towards greater lethality.

    @Seraphor said:

    By no means the first Xenomorph concept, but from what I’ve seen I think it’s the first Xenomorph concept that’s as unique as this. (mentioned in a recent topic, but I thought I'd refine it a bit and post it in it's entirety)

    Rather than spawning in as a fully grown Xenomorph, you spawn at the very beginning of the Xenomorph lifecycle, and have to progress through each stage, almost like Myers tiering up. This allows for a relatively non-threatening early game, which makes room for a more lethal killer concept to take over in the mid-game.

    This makes for a rather unique gameplay loop, and a unique killer concept in general. You have the suspense of a stealth killer in the first phase, further suspense and/or a reprieve for survivors in the second phase, you then have the ‘counter’ third phase in which the killer must evade the survivors, swapping the roles, and then finally you have your main killer, the perfect organism.

    I remind you all this is just for fun, and individual values are not a make or break thing for this entirely hypothetical concept. By all means point out flaws, but there’s no need for “x seconds is so OP!” and the like.

    Spawn: Ovomorph

    Your spawn in animation is the ovomorph, or the egg, hatching with a Facehugger emerging from it. The game starts with five evenly spaced ovomorphs on the map, and you emerge from the one furthest away from the survivors as a Facehugger.

    Phase 1: Facehugger

    This phase plays much like Victor, you scurry around at 6m/s with a low FoV and no terror radius, accompanied by a lullaby of scurrying/scratching sounds. You cannot see scratch marks, but you can see auras and killer instinct when applicable. Your goal is to latch onto a survivor, you cannot latch on to a survivor in the deepwound state, and being stunned by a pallet causes you to respawn from the furthest ovomorph. Once attached, you have a skill check prompt like a survivor’s wiggle skill checks, meanwhile the survivor suffers from Blindness and Incapacitated and can attempt to remove you much like Victor, this action takes 14 seconds. You need to fill the bar to complete your implantation. If you fail to fill the bar fast enough, the survivor can pull you off and stomp on you. This action injures the survivor and puts them into deepwound, and you respawn from the furthest ovomorph. If successfully implanted, you progress to the Larval phase.

    Phase 2: Larval

    This is the most passive phase of the xenomorph cycle. You simply follow the implanted survivor around like a spectator, with a graphic on screen of a gestating larva. You also gain your ‘gestation’ meter which will remain for the next three phases. While this is happening, a separate 45 second timer is counting down, visible on the survivor’s portrait, which only you the killer can see. You will occasionally get skill checks like a survivor healing/repairing, hitting a skill check increases the gestation meter by 3% and decreases the survivor’s timer by 1s, hitting a great skill check will increase the gestation meter by 5% and cause the survivor to scream and interrupt their action. Survivors interacting with objectives will speed up this process, and add-ons can adjust the duration. Crucially, a survivor may not know if you successfully impregnated them, unless you hit a great skill check or you have add ons that inflict a status while impregnated. Meanwhile you get to see everything that survivor is doing, such as placing boons, which generator they’re working on, etc. Once the timer has completed, you erupt from the survivor as a Chestburster. This event interrupts the survivor’s action and puts them into the dying state, it also applies one entire hook state automatically. If this occurs to a survivor on death hook, a unique mori animation is carried out.

    Phase 3: Chestburster

    As a Chestburster, you are vulnerable. 5 seconds after emerging from the survivor, survivors are able to stomp on you, but this will place them into deepwound. If they do so, you respawn from the furthest ovomorph as a Facehugger and begin your cycle anew. Your goal is to evade the survivors, you move at 6m/s and have no terror radius, but you do have a lullaby. Once you are at least 32 meters away from a survivor, you gain the prompt to ‘complete gestation’. Hold down the secondary action button while stationary to increase the gestation meter, the default duration of which is 60 seconds, but will have retained any progress from successful skill checks during the Larval phase. You gain killer instinct at a range of 24m while in this phase, and when triggered, your gestation progress slows to 50% speed. Once the gestation meter is 50% complete, you will enter Immature phase.

    Phase 4: Immature Xenomorph

    You’ve now grown to the size of a large dog or a small human, you can no longer be stomped by survivors, your FoV is raised to that of Hag/Sadako, you lose permanent killer instinct, and you gain the ability to M1 survivors. You cannot pick survivors up when in the dying state, but you can mori if applicable (via offerings). You are capable of defending yourself, and capable of applying pressure, but you cannot further your objective until you complete gestation. Visually, you are a smaller version of your adult form, with any cosmetic options resized accordingly. Continue to hold down the secondary action button to complete your growth phase and become an Adult.

    Weapon: Prehensile Tail

    Basic Attack (M1): You thrust the tip of your tail forward and spear a survivor with the tip.

    Phase 5: Adult Xenomorph

    You have completed your growth cycle and become the perfect organism. You can no longer revert back to previous stages, but why would you want to? Your now at full height, your movement speed is 4.6m/s, your Terror Radius is 40m, your lunge is increased by 50%, and you gain your secondary attack ‘Evisceration’.

    Special Attack (M2): Evisceration. Hold the secondary action button to go into ‘Evisceration’ ready mode, then press the primary action button to activate. It takes 0.5s to ready ‘Evisceration’ and 1.5s to fully charge. While charging/charged, you gain killer instinct on all survivors within 16m and move at 3.86m/s, while emitting a hissing sound. A partially charged ‘Evisceration’ will unleash a rush attack at 15m/s and injure any survivors in your path, a fully charged ‘Evisceration’ will unleash a rush attack at 18m/s and put any survivors hit into the dying state unless under the effect of Endurance. The rush attack is slightly steerable, unlike the Demogorgon’s Shred, but movement is heavily restricted similar to Oni/Billy. Evisceration has a 6 second cooldown, and a failed Evisceration or collision with an obstacle has a 4 second fatigue. An Evisceration rush does not break pallets, but it does cause you to vault over them with minimal loss of speed, and unlike Wesker, does not pause your power or deplete charges. If a survivor is still on the other side of the pallet, they will get hit.

    Overall, you might notice that there are elements of Demogorgon, Wesker, with a bit of Myers in there, and a little bit of Twins. This all comes together to form a unique gameplay loop that makes for a relatively non-lethal killer in the first 2 minutes of the game, give or take your success at impregnating survivors, much like Myers tiering up. You then become a very threatening killer, with a power similar to Demo and Wesker in some ways, with an edge on each of them due to the lethality of a fully charged Evisceration.

    There is a potential to never reach the final phase, if you allow yourself to be crushed in the Chestbuster phase and respawn as a Facehugger, you could repeatedly shave off hook states and eliminate survivors that way. However, this would take around 60s each time and would effectively be like camping, but with less pressure applied. Add ons could make the process a little more efficient, and the iridescent add on can kill survivors in one implantation, but if you use this, chances are survivors will avoid crushing you as a Chestburster to prevent you using it a second time.

    Add ons

    Iri 1: Iridescent Teeth - When erupting from a survivor as a Chestburster, you immediately kill that survivor by your own hand. Gestation in all phases is 100% longer.

    Iri 2: Hive Mind - When charging ‘Evisceration’ you also gain killer instinct on survivors within 16m of any ovomorph. Survivors revealed by killer instinct suffer from 2% Hindered for the duration.

    VR 1: Razor Talons - A partially charged ‘Evisceration’ inflicts Deepwound on healthy survivors.

    VR 2: Serrated Talons - A partially or fully charged ‘Evisceration’ inflicts Mangled and Haemorrhage for 60 seconds. Timer is paused while hooked.

    VR 3: Pheromone receptors - Reveal the auras of any survivors within 8m of an ovomorph.

    VR 4: Acid Blood - Injured or dying survivors who stun you by any means are inflicted with Deepwound.

    R 1: Perfect DNA - Increases gestation gained from great skill checks by 2% and gestation speed by 8%.

    R 2: Growth Hormone Omega - Reduces the survivors gestation timer by 10 seconds.

    R 3: Debilitating Toxin - While gestating in a survivor, that survivors action speeds are reduced by 25%.

    R 4: Denticulated Talon - Fully charged ‘Evisceration’ inflicts Mangled and Haemorrhage for 60 seconds. Timer is paused while hooked.

    R 5: Pheromone glands - Survivors that come within 8m of an ovomorph suffer from Oblivious, this effect persists for 3 seconds after leaving the area.

    UC 1: Superior DNA - Increases gestation gained from skill checks by 1% and gestation speed by 6%.

    UC 2: Growth Hormone Zeta - Reduces the survivors gestation timer by 5 seconds.

    UC 3: Insidious Toxin - While gestating in a survivor, that survivors action speeds are reduced by 15%.

    UC 4: Jagged Talon - Fully charged ‘Evisceration’ inflicts Mangled and Haemorrhage for 30 seconds. Timer is paused while hooked.

    UC 5: Camouflaged Chitin - After losing a chase, you become Undetectable for 20 seconds.

    C 1: Enhanced DNA- Increases gestation gained from great skill checks by 1% and gestation speed by 3%.

    C 2: Insipid Toxin - While gestating in a survivor, that survivors action speeds are reduced by 10%.

    C 3: Rigid Chitin - You cannot be crushed after emerging as a Chestburster for an additional 10 seconds.

    C 4: Blunt Talon - A fully charged ‘Evisceration’ will not put a survivor into the dying state from healthy and will instead inflict Deepwound, failed Evisceration cooldown is reduced by 2 seconds. Gain 100% bonus to bloodpoints in the Deviousness category.

    Perks

    Just a few ideas to add to the concept, although these aren't things I'm totally set on, just a few things I thought would fit the concept.

    Perfect Defence

    • An injured or dying survivor who stuns you by any means is inflicted with Deepwound and inflicted with Mangled for 20/25/30 seconds.

    Heightened Senses

    • When a survivor loses a hook state for the first time, this perk gains 1 token. When sacrificing a survivor, this perk loses 1 token.
    • When this perk has 4 tokens, you see the auras of any survivors within 4/6/8 meters.

    Genetic Memory

    • When a survivor is unhooked, their aura is concealed for 180/150/120 seconds.
    • After this time has elapsed, they become Oblivious for 30 seconds and their aura is revealed for 22 seconds.


  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507004#Comment_3507004

    I don't see it.

    The few Singularities i face play him for 3-gen, the few videos i watched of him played him in a 3-gen strat.

    Besides most buff ideas that i see from the community all buff the 3-gen strat, like nerfing the radius of EMPs, nerfing the off disabled timer and stuff like that.

    So, most people play him like a 3-gen killer, most people want to buff to buff his 3-gen. Why should i treat him like chase killer?

    The reason for these buffs suggestions is because he doesn't work as a 3-gen killer when survivors use EMPs.

    All you have to do is grab the first EMP you see and hold onto it until you're marked by a biopod. Pop the EMP to remove your pod and disable the one that marked you and you delete his power before he can use it to TP. Rinse and repeat. And while you're preemptively holding on to an EMP, the next one is already printing.

    This turns him into an M1 killer who periodically stops what he's doing to look around and nothing else.

    The only way to reliably get TPs off against survivors who know how EMPs work, is to hit them directly in chase, so you can mark them faster than they can EMP. Doing so gives you haste and basekit Enduring and Spirit Fury, so you burn through pallets and windows and catch up faster than any other regular killer can. Which is where the high skill ceiling comes in.

  • @Pavel_Ch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506997#Comment_3506997

    pay attention to Freddie in the overall ranking. It's funny. he is the weakest even for beginners and everyone always runs away from him. I don't believe in these statistics

    Freddie is a decent all-rounder for newbies. He does everything mediocre and scares the crap out of new survivors who don't have any awareness yet.

  • @BlueHorkew said:

    Stop buffing 3-gen killers.

    Why does everyone want more 3-gen killers

    Because thats what is going to happen if Singularity gets buffed more.

    Do we really need SM 2.0 to get his counterplay removed and become just as obnoxious.

    That is how most Singularity players play him, the few ones that i see. Singularity is just an harder SM, i would rather him stay as he is then to add another killer to the list of "Is the DC penalty going to be shorter then playing this match?"

    Larry isn't a 3-gen killer, that's the trap of his design.

    If you play him that way, you'll be destroyed by EMPs and play without a power for most of the game.

    His power actually works best in chase, but is incredibly disorientating to use, and basically doesn't work on console. He's also extremely map dependent. On a good map he can be as effective as Nurse, in that he has a very high skill floor, but also high skill ceiling.

  • @Archael said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506628#Comment_3506628

    afaik Nurse have very high killrate, more than 60% treshold.

    But in my observation, its because people mass suicide themselves whenever they see her in game.

    killer-kill-rates-v0-y381i8eohdu91.jpg killer-kill-rates-v0-0ijm3rhohdu91.jpg

    Yes her kill rate at the top 5% isn't bad, but across all skill levels she is the lowest, which indicates the vast majority of her losses occur outside of the top 5%.

    So it's not that players are giving up, but that most Nurses are actually bad except for the top 5%. Putting already bad killers exclusively against SWF is a terrible idea.

  • Everyone wants to play with their friends, that's why you have no killers to play against.

  • Play killer.

  • Nurse has a low kill rate, because lesser skilled killers play her and lose all the time.

    How would anyone ever start playing Nurse if they were only matched with 4xSWF?

  • Why is your screen so stretched?

  • Try again in 2 days. It may be coming with the next chapter. If not, maybe the midchapter after that.

  • @Phantom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506229#Comment_3506229

    Yes, and? I didn't ask you to describe MS to me. Also, its main objective is to accelerate the sacrificing process. What does that have to do with PR?

    I'm asking to apply the basement hook aspect of it to PR, that's an entirely different thing.

    You're asking to combine two perks that are designed to be two perks.

  • I think self unhooks could be looked at without being outright removed.

    Still get your three shots at a 4% kobe, but instead of being able to take then all immediately and burn through an entire hook state in about 5 seconds, you gain these chances over time.

    Say every 10 seconds you get the option to kobe, which shaves off 10 seconds of your bar instead of 20 seconds. You can still save up your chances to take at any point after each 10 seconds of course. But this would mean that the minimum time you'll spend on your first hook state is 30 seconds.

    30 seconds is quick enough that you don't need to ragequit if your intention is to leave the game. It will still be the quickest way out of the game without incurring a penalty. But it will give your team mates an extra 30 seconds to make the rescue.

    Much like the DC penalty exists to give the player a cooling off period to calm down, this would give the player 30 seconds of buffer time to stop and slow down. Because it doesn't even need to be a petty ragequit, I have on occasion taken my three chances, because it appeared that no one was coming for me, with everyone engaged with the killer on the other side of the map and no one making any effort to get any closer to me, I got impatient and took my chances. Only for me to go to second stage and then someone makes their way over and rescues me long before I died, which would have meant if I didn't take my chances, I'd still be on first hook state. This would prevent that scenario.

    If your team mates can't rescue you in that time, then it probably turns out that taking your chances was the correct move after all.

  • Why is every suggested MFT nerf something that completely obliterates the perk?

    Do you want Sprint Burst and Lithe to be the only Exhaustion perks you ever see?

    1. Make MFT a true Exhaustion perk. While injured you're exhausted, so you can no longer combo MFT into another Exhaustion perk.
    2. Make MFT only trigger during chase. So that you can't gain distance with it before you trigger a chase and you will shave off a little distance from pre-running. This also gives killers a work around besides Bloodlust, drop chase. This predominantly helps stealth killers who are all M1 killers.
    3. Drop the value from 3% down to 2% haste. Instead of extending any given chase by 20%, you'll extend it by 13%, far more manageable but still useful in the hands of a skilled looper. (while you're at it, buff Dark Theory to 3% in return)

    Any two of these would be a fair nerf, while still maintaining MFT as a new meta perk. All three might be a bit too much.

  • Because Monstrous Shrine is the perk that changes basement hooks into Scourge hooks, that's the point.

    You're increasing your Scourge Hook resource, that costs something, in this case a perk slot.

  • They should release a Yui tome that reveals a girlfriend, to no fanfare like David, then release a new non-binary/agender character with ungendered pronouns so we can all argue as to whether they're male or female or just a human bieng.

  • So players don't grind it all out in the first day then stop playing for the remaining 2 weeks of the event.

    Avoiding a drop in player count isn't just to make their figures look good, the game becomes unplayable without enough players filling queues.

  • 5 Levels is around one games worth of BP.

    2 Invites for one game is plenty. These are going to be obsolete the moment the event ends, there's no reason to hoard them.

    I have around 30 on Pig so now I have to play Pig for the rest of the event...

  • @_Onyx_ said:

    @UndeddJester Lingering aura is a nice effect to add and would give current HT at least 'more' use. But I would even go one step further and make it a mix of yours and old HT.

    - While carrying a Survivor reveal auras of all survivors within an 8m/10m/12m distance of Scourge Hook. Effects linger for 6 seconds after dropping or hooking a survivor.

    - When a Survivor is sacrificed on a Scourge Hook, that Hook rebuilds after 15 seconds.

    15 seconds seems a little fast, it may as well be instant.

    I would make it at least 60 seconds. You are after all regaining a Scourge hook, it's not just any hook it's a valuable perk resource that should be depleted. This would basically be the Undying of Scourge perks.

    Alternatively... actually make it a 'trick'. Have it in line with other Pig perks as being a 'game' the survivor chooses to play. In addition to the auras revealed 12m around a Scourge Hook, if a survivor does successfully sabotage a Scourge Hook while you're carrying someone, that survivor has their aura revealed for around 30-45 seconds.

  • Can we get some kind of indication when skins have unique things like this please?

    I don't tend to buy many skins, but stuff like this might be the cherry on top that gets me to do so.

  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505290#Comment_3505290

    Well not exactly. It could have had less than 12% earlier and a higher pick rate now. Not everyone used MFT straight away.

    It could have had 5-6% pick rate for the first month and have a 15% pick rate now and that would still be less than 6% overall.

    These stats aren’t really indicative of whether MfT is common or not because there are too many variables. It could be in every game right now, or in every 5th game on average and we wouldn’t be able to tell from this.

    This is true. However typically everyone jumps on the new toy right away then things level out a few weeks later.

  • @ARTRA said:

    https://forums.bhvr.com/dead-by-daylight/discussion/386403/mft-is-not-even-top-10

    I mean, this list starts on April and Gabriel Soma was introduced in June 13th. Close to 2 months without MfT was in game. Pretending that in every game there is no MfT is madness.

    There isn't.

    We can tell from the stats that MFT has a pick rate if 12% or less, otherwise it would show up above Spine Chill at 6%.

    12% is one every 2 games.

  • @Sackboy123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504445#Comment_3504445

    Don't DC, it's that simple. Net issue DCs is kinda different. You don't always lose pips from those kind of DCs

    I don't think you understood me at all.

    You can de-pip without DCing. I'm saying the only time you should de-pip is when you DC.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504483#Comment_3504483

    Alright, so lets do some math here. So, lets say during the course of this time period, there were 100,000 games played. So for 50,000 games MFT did not exist and for 50,000 games it did. (its not quite 50% but makes the math a bit easier) Lets look at the percentage of the perks then. Now, there are 4 survivors per game, so lets take those percentages and look at the first 50,000 games and how many survivors of the total 200k used these perks.

    first 50,000 games

    • Windows of Opportunity - 29% [58,000]
    • Adrenaline - 22% [44,000]
    • Resilience - 19% [38,000]
    • Lithe - 17% [32,000]
    • Self-care (lol) - 13% [26,000]
    • Sprint Burst - 13% [26,000]
    • Prove Thyself - 11% [22,000]
    • Dead Hard - 10% [20,000]
    • Bond - 9% [18,000]
    • Spine Chill - 6% [12,000]
    • Made for this - 0% [0] {did not exist yet}

    Now, anecdotally, i see probably see made for this in every single game i play lately, so i'd guess at least 1 survivor is always running it. Now, we can assume that the pick rates for these top perks didn't change much for the next 50k games, so we'll use the same percentages for those.

    Now lets look at the next 50,000 games:

    • Windows of Opportunity - 29% [58,000]
    • Adrenaline - 22% [44,000]
    • Resilience - 19% [38,000]
    • Lithe - 17% [32,000]
    • Self-care (lol) - 13% [26,000]
    • Sprint Burst - 13% [26,000]
    • Prove Thyself - 11% [22,000]
    • Dead Hard - 10% [20,000]
    • Bond - 9% [18,000]
    • Spine Chill - 6% [12,000]
    • Made for this (1 survivor per game) - 25% [50,000]

    Now if we add those totals up.

    • Windows of Opportunity = 116,000
    • Adrenaline = 88,000
    • Resilience = 76,000
    • Lithe = 64,000
    • Self-care (lol) = 52,000
    • Sprint Burst = 52,000
    • Prove Thyself = 44,000
    • Dead Hard = 40,000
    • Bond = 36,000
    • Spine Chill = 24,000
    • Made for this (1 survivor per game) = 50,000

    That would barely put it at number 5, knocking spine chill off. And this is assuming that it has had a pick rate of 25% since it came out, which would put it as the number 2 perk. Generally, when i see survivors running it, they are running it with resilience. So i'd assume its pick rate, is around the same as resilience, which would then put it number 8 just above bond. And resilience is the number 3 perk there.

    The other thing you need to factor in, which i think is far more important. Look how high self-care is on that list. With the nerf to self-healing and the fact that it takes nearly a full 46 seconds to heal yourself with self-care. Self-care is probably one of the worst perks in the game. Wouldn't you agree? And with that, it is STILL there as NUMBER 5?! This is because they are looking at pick rates as a whole. This means, when i get matched against survivors with 1k+ hours as i regularly do because i have so many hours as well. It is counting my games, just as much as it is counting the games of someone who has played, for 5 hours.

    What would be MUCH more interesting, is if they gave us the same statistics, but also broke them out for MMR like they typically do. And what i find interesting, is that they DIDN'T. The last time they gave us data on kill rates, they broke it down by "All MMR" and "High MMR" and we could look at those. Yet they didn't here for some reason.

    So, now that you realize it is taking into account ALL games, lets look at which perks ARE at the top of the list here, and think about it for 5 seconds.

    • Windows of Opportunity - The biggest outlier, but probably the most "noob friendly" perk in the game
    • Adrenaline - A free perk that every survivor has access to
    • Resilience - A free perk that every survivor has access to
    • Lithe - A perk on Feng min, by far the most played survivor in the game (should be obvious based how many skins she gets)
    • Self-Care - A perk on a survivor that every player has access to
    • Sprint Burst - A perk on a survivor that every player has access to
    • Prove Thyself - A perk on a survivor that every player has access to
    • Dead Hard - A perk on a survivor that you are given access to after completing the tutorial
    • Bond - A perk on a survivor that every player has access to
    • Spine Chill - A free perk that every survivor has access to

    So if anything, the only interesting thing here is how much of an outlier windows of opportunity is.

    In fact, the most useful statistic would be pick rates, broken down by MMR, and adjusted for OWNING those perks. Because i'd guess a ton of these "5 hour megs" don't have MFT to begin with.

    I'm not quite sure what you think you're saying here, but if you're trying to say that MFT is in fact used 25% of the time in line with you anecdote, you're wrong.

    If it did have a 25% pick rate, then it WOULD be in the released stats, showing a roughly 12% use rate and sitting around number 7.

    That fact that it's not on there at all shows that it cannot have more than a 12% absolute pick rate, even with it's surge of use right after release.

  • @babunga said:

    MFT would be in the top ten if the stats were measured from its release. But their measured from april to now so their innaccurate.

    MFT has been out roughly half as long as the duration this covers. Which means it's representation would be roughly half that of the time it has been out. Given that Spine Chill at number 10 has a 6% use rate, we can infer MFT has less than a 12% use rate. That doesn't mean it IS in the top ten (we don't know it's actual value or the lower limit it could be), but it could feasibly be as high as number 7. Still behind Sprint Burst and Lithe.

  • Data needs to be interpreted in context, but it's never 'wrong', unless there's been a factual mistake made in collecting it.

    Your conclusions derived from that data can be wrong.

    What I gather from your post is "Made For This should be in the top ten".

    Why? Because you feel like it should? That's not data, your perception can also be wrong.

  • It certainly shouldn't start draining tokens until the camera pan has finished and your aura is actually shown to the killer.

  • @Alice_pbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504442#Comment_3504442

    so you do not have every perk.

    I wanna see what people pick when they can choose anything

    You didn't infer my meaning.

    Most people won't have every perk. If there's a character who has all bad perks, they may not buy them. If you only look at players who have absolutely every perk, not only will this be a tiny, miniscule portion of players, but it will periodically drop every time a new chapter is released as well.

    You're basically only looking at career DBD streamers and players with a similar schedule.

    That data is not going to be useful.

  • They just need to do away with de-pips outside of DCs. There's no reason why you should move backwards on a system that is purely for your own personal progress. They can make it tougher to gain pips in return, just remove the frustration of de-pipping.

  • @Alice_pbg said:

    these are cool.

    can we see these but only for players that have every perk unlocked? is it possible?

    also... what is the survivor that escapes the most? and the least?

    and the most important one... most popular cosmetics for each character?

    Wouldn't be very useful info.

    I've been playing for nearly 3 years and have almost every perk unlocked, but I'm still missing a couple of Skull Merchant/Renato/Thalita's perks, and one of Elodies/Twins, as I never bought these characters.

  • Blast Mine is one of those things that's just plain annoying.

    It's actual impact on a game is usually minimal. It's very much like blinding a killer when they break a pallet. It's a cheap, risk-free shot, It buys you a couple of seconds while it disorients the killer, but is ultimately pointless.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502869#Comment_3502869

    ah i misunderstood what you were getting at. i thought you were saying that you could just do two solo gens, not that you would do two coop gens. that makes at least slightly more sense, but I still disagree with the overall take.

    the cool thing about prove was that it allowed you to bang out one coop gen, get a large portion of BP from that, and then go about the map doing other things like taking chase or going for unhooks. If you only need to do 1 coop gen to get your max BP that gives you roughly 4 gens worth of progress time to do other things, whereas with 2 full PT gens the game's nearly half over before you get a chance to do anything else.

    i'm not saying it's the end of the world, just that I think you're underestimating the degree to which PT's BP gain affects not just the ability to get repair BP but also the ability to get other types of BP or engage in multiple aspects of the game

    Obviously my figures were averages, not every game is going to be the same. But unless you're guaranteeing a co-op gen every game, then I stand by that PT's bonus equated to an average of +10% BP. And if you are guaranteeing a co-op gen every game with PT you can do it without as well.

    4 gens worth of 'free time' for doing just one, especially when another survivor was also doing that one, isn't sustainable for the survivor-base as a whole when 5 gens need to be repaired each game. You need to be doing on average around 2 gens per game, and if that's co-op, at least 2.5 if not more.

  • @JonOzzie16 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504385#Comment_3504385

    Okay, so then it should be at least at #10 currently. But it's not.

    You can't make that claim.

    All we know from these stats is that it's less than 12%. (because if it were more than 12% for half of the period, it would show as more than 6% for the whole period and rank above Spine Chill)

    It could be anywhere from 0% to 12%. Now obviously we know it's relatively popular so it's not 0%, but that still gives a lot of room. It could still be outside of the top 10. 'Popular' can mean anything above about 3-4% in practice, so it could easily be sitting at no. 11.

  • @JonOzzie16 said:

    Made for this has been around for 51 days, so roughly half of this data. Even still, newer perks tend to be used more frequently on release and then die down a bit. The fact that it's not even at #10 tells me that the pick rate is much lower than is being claimed.

    True. At half the of the period covered, you'd expect it's usage rate to be half of what it currently is. So we can infer it's actual use rate is below 12%, which would make it at least no. 7 is not further down.

  • I see quite a lot of Lithe.

    Glad to see Self Care going down but it's still way too high.

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