Seraphor
Seraphor
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- Seraphor
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There are no bots yet. Not until next week.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487329#Comment_3487329
I do not agree with the 3rd point.
Sometimes, you get hard tunneled and you barely get any points because the Killer wants to remove you from the match. How exactly do you punish people who run to the Killer without punishing Survivors who are getting tunneled?
Only a few days ago I was ambushed by a Lethal Pursuer Bubba and downed before I had a chance to do a damn thing. I walked away with around 250 BP.
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A bot isn't a valid replacement for an actual player, it just lessens the blow for the rest of the survivor team. Against.
I do think a little leeway could be given for DC penalties in general though, bots or no bots. I would like to see the penalty halved for the opposite role you last DC'd on.
E.g. if you DC as a survivor and get a 30m penalty, then after 15m you can queue as killer. It'll have the same 'cooling off' effect and encourage players to play both roles and 'see it from the other side'. It might be better at changing player behaviour than a blanket DC penalty that keeps them playing only one role all the time.
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@TeleportingTurkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486404#Comment_3486404
as far as I remember, 99ing sprint burst takes precise timing & not doing jack to hold it like that instead of being free to do whatever you want.
Sprint burst is acceptable because it has actual downsides of forcing you to walk or, on contrary, to never stop running which puts restrictions on the survivor.
What downsides does MfT have again? "Be injured"? not like you can't heal and still get full value if the killer commits to the chase.
as far as I remember, 99ing sprint burst takes precise timing & not doing jack to hold it like that instead of being free to do whatever you want
And yet it happens to me more often than an untouchable MfT user.
@TeleportingTurkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486954#Comment_3486954
you see, if people let go then it would look like the perk is a non-issue to devs, because there's no negative or any feedback whatsoever on it.
devs often tend to leave problematic things that aren't spoken of enough be untouched for a very long time because the community doesn't make it clear these things are a problem to them.
The game doesn't actually run purely on feedback. The devs have direct data on what perks/killers/maps etc. are actually strong or weak, because they influence kill/escape rates.
Usually when something is changed for balance purposes, it's because it's objectively over/underperforming, not because people complained. Although complaints can get something changed when it's not objectively over/underperforming, because sometimes the issue isn't balance, it's accessibility or just 'not fun'.
So if MfT does get nerfed, it's more likely because it is actually inflating escape rates. But if it doesn't, it's likely not actually a problem, and the issues people have with it are theoretical or a matter of perspective or confirmation bias.
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@LeFennecFox said:
DS needs to be something different than just a 3-5s stun so it actually does something against nurse/blight, but doesn't destroy m1 killers.
1. Make it a 4s stun.
2. Make Nurse and Blight have their power charges reset when stunned by any means.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482806#Comment_3482806
Well, if you're genuinely sneaking up on survivors, you shouldn't be ambushing, for the simple reason if you time it right you don't get your TR as you stand up, and potentially get a grab off of a gen or totem.
If they stand up and miss the grab, you still get a m1, but you have the potential to get 2 health states. If you ambush instead, you are guaranteeing you only get 1 health state, and giving a warning to survivors that may result in you being dodged.
Ambush is only genuinely the best choice when you're mindgaming at pallet, and the survivor isn't w-ing away, and you force them to take a 50/50. Experienced survivors don't bother waiting at pallets, they just run away the moment the Pig crouches to the next loops cause she's now slow and can't keep up.
Or if you're going to get the hit either way, use the most fun option. Ambush.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486448#Comment_3486448
I can get a similarly good effect with those perks and save my medkit for myself.
Yes I did that ay first too. But I got fed up of bringing a medkit and never needing to use it. There's just no reason to spend 24s self caring when another survivor can heal you in 16s or less.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486477#Comment_3486477
Clearly you don't understand the fundamentals of this game. I have nothing to discuss with you. Play and learn more about the game and then come back because you are factually incorrect saying you don't need any gen regression to keep up👍Or if you prefer, go ahead and beat team eternal without using any gen regression, lmk how that goes
Because you're only a valid player if you can beat the best team? 99.9999% of players are invalid?
I don't run slowdown. I do just fine.
"Hurrrr low MMR"
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486470#Comment_3486470
You quite literally need gen regression to keep up with good survivors, if you think otherwise you're clearly just not facing good survivors
"Prescisely what makes hit and run effective" your point? Lmao
x2 apparently, not a skill btw, literally just go up to gen and you either find a survivor there or don't. Done lying? Like legit its crazy
There it is. "you must be low MMR" classic. I got Bingo.
No, if you NEED fully stacked gen regression to cope with survivors, you are boosted, and you are in an MMR bracket you should not be in.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486462#Comment_3486462
Killers that do this will just always bounce as long as there's any tile, and if there isn't, then they are quite literally just getting a down for doing nothing.
Chase powers indeed, such as wraith's uncloak speed boost. Shame legion doesn't have any because he's designed terribly, and ghost face you're meant to get exposes off.
Love how you completely ignore my point about how your logic of "skill-less strat" and "doesn't work against good players" makes ZERO sense.
Also I have yet to understand why you keep saying this nonsense about "any other killers besides wraith and legion?" I already answered you and it has no point to it. But yeah, you are fundamentally skill-less if you never go for mindgames or commit to chases :)
Maybe one day hit and run defenders will stop being as disingenuous as they are :P
You don't seem to understand. If you can't hit and run, can't tunnel, can't camp, can't 3 gen, all that's left is behaving like a bot. You just want killer bots?
A good killer employs all of these when they're needed. No one is purely playing hit and run, no one hits and then ALWAYS runs away. That's insane.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486451#Comment_3486451
Except it's not even a personal weakness, it's literally just something you can't deal with in solo, not to mention that their entire point has been that it's boring as opposed to it being effective.
You shouldn't have to use gen regression to stop gens from flying
Survivors healing too quickly isn't an issue anymore
Difficulty finding survivors is mostly a skill issue, as well as struggling to chain tiles together, missing skill checks
Killers getting the jump on you isn't a skill issue, there's literally nothing you can do about it in solo, it's already been explained. Stop being so ignorant to the problem just saying it's a skill issue regardless of whether it is or isn't. You shouldn't have to run perks to deal with these issues.
It's like saying "bad at being in a swf? just run bond" or "bad at winning games vs meta? just use meta?" as if those aren't LITERAL necessities.
You shouldn't have to use gen regression to stop gens from flying
No, not if you maintain enough pressure via hit and run you don't.
Survivors healing too quickly isn't an issue anymore
Precisely what makes hit and run effective.
Difficulty finding survivors is mostly a skill issue, as well as struggling to chain tiles together, missing skill checks
Finding survivors is precisely the skill needed to make hit and run effective.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486436#Comment_3486436
Ah I see you edited this.
Chase involves mindgames, chase powers, knowing when to break or vault, etc. What's skillful about bouncing the moment you injure someone? It's a monotonous and lazy cycle.
Also it being skill-less and not working against good survivors (aka swfs, lol, lmao even) aren't mutually exclusive. In fact, in a perfect world skill-less strats would never work against good players, wiffing all your m1s is also a skill-less strat that doesn't work against good survivors lmao. Don't know what makes you think I "can't have it both ways."
There's a reason wraith and legion are considered some of the easiest killers to play, it's because they are, because they rely on a brainless strat. It's getting real obnoxious seeing all these disingenuous takes saying chase isn't fun just to defend the braindamage that is hnr, when it's been MASSIVELY agreed upon that chase is the fun part of dbd for ages....
Knowing when to commit to a chase and when to 'bounce' and come back when the survivor is disadvantaged is exactly the same kind of skill expression as you attribute to chases.
Chase powers? If you have one.
Lmao, 'whiffing M1s is a strat' ok.
Ok any other killers besides Wraith and Legion? or is every killer fundamentally skill-less if they're not just running around a pallet 50 times until they let you stun them and repeat?
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486421#Comment_3486421
You must be. I never see others using medkits on random teammates, never use my own medkits on other survivors, and still believe there are better ways to heal others altruistically that don’t require medkits.
Any other way you can heal survivors altruistically... is only improved by 35-45% by a medkit.
For example, I run We'll Make It and Botany Knowledge with a high rarity medkit to heal unhooked survivors in 5 seconds flat, and charge up my Renewal. Two full heals in 5 seconds. Thank you medkit.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486422#Comment_3486422
Hit and run only feels oppressive because it's just a pubstomp playstyle, not hard to pull off in the slightest, just doesn't work against coordinated swfs. There's no skill in go up to gen, uncloak, hit, cloak, kick gen, repeat. At least tunneling requires skill in being effective in chase vs your opponennt, that's what really becomes difficult vs decent survs. Hit and run is boring because it involves no chase, and funnily enough that's also why it's skill-less, constantly leaving areas just after you hit someone and/or kick a gen there is not intelligent
And what about every killer that isn't Wraith?
It's skill-less because it involves no chase? What exactly is skillful about running around the same pallet 50 times until the survivor drops it, and you move on to the next loop?
It doesn't work against good survivors? It does if you're good at it. What is it? Is it skill-less? Or does it not work against good survivors? Because you can't have it both ways. If it takes skill to pull it off against good survivors... it's by definition skillful.
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P9?
Is that it?
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486160#Comment_3486160
If medkits didn’t offer self-healing I don’t believe survivors would bring them anymore. There are just better ways to heal one’s teammates. Players bring medkits largely for themselves. And it’s unreasonable to expect anything else.
I must be pretty unreasonable then as I routinely use my medkits on other survivors.
The faster I heal them the faster they can heal me.
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So cancel prime? I use Amazon prime anyway so it's neither here nor there.
I don't claim the prizes because it takes longer to input the codes on console than it does to earn 400K BP by playing the game.
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@TeleportingTurkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486178#Comment_3486178
There are difference between killers simply being worse or better at dealing with more resources survivors have and killers literally ignoring this particular resource while it shits on the rest of the killers.
Not to mention that neither SB nor DH do the thing that MfT does - making survivor stronger in chase, not being able to get a better position / reset once.
You've never eaten a 99d Sprint Burst have you.
You chase a survivor for however long you need to to catch up, could be 50 loops around a pallet. Then they feign getting 'caught' on a corner so you lunge, then they Sprint Burst away and you whiff the attack, having used that loop to it's capacity AND preserved the pallet.
That's doubling a chase. Not extending it by the 20% MfT gives you.
Again, I literally play Pig. I'd rather take MfT over SB as Pig any day.
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@nars said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486151#Comment_3486151
Its broken no clue how you can play c tiers and not get it. Ghostie can instadown so thats understandable but pig? 20% longer chasetime.
If you are 5m from a survivor with MFT, it will take 2 seconds longer to reach them. 2 more seconds means you can run 8 more meters before the killer catchest you. meaning, in just a 5m distance, the pallets you can reach is increased by 8 meters. Now imagine that on the chase wide scale.
This IS what happens in practice. its not some hyper specific scenario. Quite literally, at any time, MFT increases the time it takes to gain distance by 20%. You dont even need to earn it, just for free you get 20% longer distance.
other exhaustion perks are at least once a chase trump cards oriented around tile chaining. Or in SB's case, just about being a safety net and a possible insane boost for skilled players. MFT? Just... your chases take longer. Thats it. Just the time it takes to reach you is increased. Not about chaining tiles or getting out of a deadzone, just flat out making your chases more valuable. It doesnt matter how skilled you are, that effect will always be relevant. A bad player will take 20% longer to reach. A cracked player will take 20% longer to reach. Its just bad game design.
This IS what happens in practice.
No it's not. This is what happens on your calculator.
In practice, survivors get stuck on corners, they don't take the shortest possible path around a loop, they get caught out by a mind game, they get caught in a deadzone, they get interrupted mid-action, they stop to tap a gen... If you play in a way that reduces the length of a chase to 3 seconds as you round the corner when they don't expect you to, that extra 20% is meaningless.
But also:
If you are 5m from a survivor with MFT, it will take 2 seconds longer to reach them.
If you are 5m away, you don't need to reach 0m, you only need to get to about 4m until you can lunge, which covers 6m distance. Which just goes to show you're only thinking with your calculator.
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@TeleportingTurkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486168#Comment_3486168
so the answer is in your statement "good looper".
why should there be a perk that additionally rewards already rewarded enough skill expression against such killers? Why should a perk make already inconsistent killers even more inconsistent?
I don't know? Are you saying Sprint Burst and Dead Hard shouldn't exist either? Because that's what they already do. This is just another option.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486165#Comment_3486165
to be fair, a 3k IS a win.
its just not yet a loss for the last survivor.
Well yes I consider a 3K a win when I play killer, regardless of whether or not the survivor gets the hatch or I catch them and 4K. But TC clearly thinks only a 4K is a win, otherwise there would be no issue here.
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@TeleportingTurkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486151#Comment_3486151
Okay, but the issue isn't that it's "just powerful". The issue is that it's powerful only against not so strong killers and its impact affects the entirety of the second half of the chase instead of being a momentarily boost, meaning its value stacks on itself, quickly getting out of hand. It has a lot of issues and the permanent 3% haste for simply existing is the main one.
I only play "not strong killers" and I don't have that experience. I regularly catch survivors who it turns out have MfT, and I barely notice it. Once in a blue moon I'll encounter an actually good looper who evades me for longer than they should, and like I said, a Sprint Burst would do just the same, usually more effectively.
Some killers just need to get good and stop relying on crutches like tunnelling and quadruple slowdown perks that catapult them into an MMR bracket they're not equipped to deal with without them.
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@CamperSluggerVillain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486141#Comment_3486141
how about survivors lose the game after the killer wins? it's not hard to just take the L.
You haven't won after you've killed 3 survivors, you need to kill 4 survivors to win.
How about the killer loses after survivors repair 4 gens?
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Because I genuinely don't see how it's more powerful than other exhaustion perks.
Yes it's a strong perk, and it could do with some minor nerfs, but it's not the dangerously OP end of days disaster people keep crying it is, and survivors deserve to get new perks that are actually good and mix up the meta.
I main M1 killers such as Ghostface and Pig, and I find Sprint Burst to be much more problematic than MfT in practice. You can theorise why the math makes MfT OP all you like, but what happens in practice is what counts. MfT is only OP with incredibly skilled god-looping survivors with perfect pathing and flawless reaction times, the same survivors who can sit on a 99'd Sprint Burst to use just as you lunge and whiff btw.
Minor nerfs that would be fair: Please choose any two of the following three options.
- Instead of being a half-exhaustion perk, it's a full exhaustion perk. Inflicts Exhaustion as long as you are injured.
- Only works in chase. Preventing you from pre-running and gaining value from it before the killer has a chance to build up towards Bloodlust.
- Slight value nerf. Swap MfT's 3% with Boon: Dark Theory's 2%.
Tangential nerf: Reduce Hope from 7% haste to 5%.
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Or you can just run We'll Make It and use Medkits on other survivors to heal each other in 6 seconds.
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@CamperSluggerVillain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486124#Comment_3486124
i want less waitng and more gameplay that's why i said endgame collapse and hatch should be reworked
So how does your rework give the last survivor enough of a chance to escape that they won't just instantly give up and cause the same result I mentioned?
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also I hate hit and run.
You love tunnelling you say?
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@CamperSluggerVillain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486104#Comment_3486104
"The last remaining survivor has to have a viable escape option for the game to function, and by viable I mean 50% or there about, and that's what the hatch provides." no they don't, survivors have enough 2nd chances as it and handhold perks and they're getting even more that's i'm suggesting to remove hatch lol
Did you read the rest of my post that explains why the last survivor not having a viable escape route means the game is severely broken?
Do you want massive killer nerfs that make it practically impossible to down survivors? Because that's what you get if you remove the hatch and turn every game into a 4K after 2 deaths.
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Renewal - We'll Make It - Empathy - Botany Knowledge + 40 charge Medkit = Makes rescuing and healing others fun, Medkit can only be used on other survivors not yourself, high risk to not get hooked before you can charge Renewal.
Stake Out - Distraction - Fogwise - Hyperfocus + Toolbox (Commodious) = Makes doing gens fun and high risk, plus bonus for charging pebble alongside your skillchecks.
Lethal Pursuer - Nowhere To Hide - BBQ & Chili - I'm All Ears = Ultimate wallhacks, always know where everyone is, brilliant on stealth killers like Pig, Ghostface, Myers and Wraith. Great for managing the meta game.
Agitation - Mad Grit - Iron Grasp - Play With Your Food = Sabo-squad counter and super speedy, catch those bully squads off guard. Again good on stealth killers so you can play an unpredictable hit and run game.
Distressing - Unnerving Presence - Sloppy Butcher - Coulrophobia + Double Calm add ons on Doctor = No heals for you and good luck with gens. Using Static Blast only twice to locate and infect survivors initially to get a lead, then capitalise on your massive TR afterwards. Though if you do use Static Blast, you get a 18m TR while it's on cooldown so can pull off some semi-stealthy plays.
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So then what happens to give the last remaining survivor a chance to escape? Do the exits get powered automatically?
If the last remaining survivor doesn't have a viable escape route (and if they still need to repair gens it's not viable) then the game is over once the 3rd survivor is killed.
If the game is over once the 3rd survivor is killed, then the moment the 2nd survivor is killed, the remaining 2 survivors know they don't have a chance to escape, either they get found first and killed, or they don't get found first and don't have a viable escape route and still die. This causes the remaining 2 survivors to give up immediately. Or they troll until they inevitably die anyway, because they can't escape.
If the last 2 survivors always give up, or otherwise don't have a viable escape route, then every 2K becomes a defacto 4K. This means the end result of every game is either 0K, 1K or 4K. This grossly inflates kills rates, along with making tunnelling even more effective than it already is, which in turn leads to massive killer nerfs so that it becomes incredibly difficult to sacrifice more than 1 survivor in a given game (because if you sacrifice 2 survivors, you've automatically won).
The last remaining survivor has to have a viable escape option for the game to function, and by viable I mean 50% or there about, and that's what the hatch provides.
Powering the exits automatically instead could potentially work, but it has issues. For starters, the remaining survivor could prepare and start opening the exit the moment the 3rd survivor is sacrificed, this means they would have a head start on the killer, who now needs to choose between 2 exits, so it could still be a 50/50 chance anyway. But alternatively, if the survivor cannot make it to an exit gate before the killer has finished sacrificing the 3rd survivor, then it could be virtually impossible to get one open before the killer finds them. So you're either given a scenario that is no different to what we have (50/50), so why change it? or a hopeless scenario for the survivor.
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@Zokenay said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486012#Comment_3486012
I didnt meant removing the cap of BPs earned per match, i mean the max amount you can carry total.
Oh that's to stop you from hoarding enough BP to max out a character the moment it's released.
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1. Hackers.
2. So you don't just atay in one match farming BP indefinitely.
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Where is it stated that add ons can't buff? And is the same true for survivor item add ons?
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I have fun, as both killer and survivor, so you're objectively wrong.
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@notyarbllewe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485198#Comment_3485198
Practically my whole point is that it just feels more unfair when they force you to a map good for them. I want people to play fairly. Map balancing is the worst thing right now, but even if maps were balanced equally for everyone, I find it a little dumb for people to bring you to just where they want to go, sometimes having better skill specifically there.
But they could easily end up there anyway, or somewhere worse.
Some examples:
1. I considered playing Mary's Letter when I played Dredge. Decided against it. Survivors coincidentally played a Sacrificial Ward that did nothing. We ended up on Midwich anyway and I won.
2. I played Mary's Letter as Dredge. Scored 1K.
3. Survivors played RPD offering. I was playing Ghostface and 4K'd at 3 gens.
4. Survivors played Coldwind offering, got Cowshed. I was playing Doctor and still won.
5. Survivors played Garden of Joy offering, but I played a Sacrificial Ward because they were obviously a SWF. We ended up on Eyrie of Crows (before the rework so objectively survivor sided) and I lost.
There are so many factors besides the map, that have a far greater impact on the outcome of the game. Maps, and by extension offerings, are largely inconsequential. Especially when played by survivors, because they don't know what killer they're going against. The only time they really benefit a player, is a killer like Doctor/Nurse/Dredge playing Midwich, or a stealth killer (particularly Mirror Myers) playing Lerys.
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This very topic demonstrates just how subjective and variable map strength is.
Good maps against most killers: - Eyrie, Borgo, Garden, Game, Lery's, Red Forest, Asylum, Ormond, RPD, Toba, Coldwind.
There are many killers that excel on Game, Lery's, RPD and Toba. And even most of the maps which are deemed to be 'survivor sided' and nowhere near bad enough that killers can't play on them. All maps are viable, and I have slaughtered survivors as the weakest of killers on the most survivor sided maps, just as I have been slaughtered by survivors on killer sided maps.
Ultimately, if you ended up on any of the worst maps through shear chance, you could play the map just fine. But if you ended up on a map via a map offering... what has changed exactly?
Strong SWFs can still end up on survivor sided maps without an offering, and you can still beat uncoordinated survivor teams on survivor sided maps. The difference here is the skill level of the survivor team, not the map offering.
Did you lose to the highly coordinated SWF who played a Garden of Joy offering because they played a map offering? Or did did you lose to them because they're a highly coordinated SWF?
The issue is not map offerings, the issue isn't even mostly that maps are unbalanced, because that level of imbalance is grossly overestimated. The issue is differences in skill, and the knee-jerk reaction to blame a loss on a factor outside of your control.
Map offerings offer a slight advantage to the side who plays it, and that's what offerings are meant for. They're not really any more powerful than reagents or oaks, or potentially even shrouds (if they worked correctly for the side who played it), they're altering the playing field in your favour, slightly.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484984#Comment_3484984
that hindered idea is similar to add-on idea that I had where a survivor becomes automatically marked whenever they reveal ghostface. if you pair both add-on, you could expose someone for a weird reverse GF build. That idea might be funny if it was meme bloodpoint add-on that disables stalking.
lose-lose mechanics. lose-lose mechanic are not inherently bad in my opinion. you can have situations where there is lose/lose but what matters is how well you mitigate situations that put you into a lose/lose. a skill-cap of a lose/lose mechanic can be how well you manage to avoid/mitigate the effects of a lose/lose mechanic. I imagine if you gave -15% hindered for 2.5 seconds, inexperienced survivors would reveal at times where they would be punished while experienced survivors would reveal you in places where they will not get punished.
That's why I partially pushed against the 24s->20s CD on his power.
my assumption on the change is to reduce down-time to go into night-shroud after hooking a survivor. The change as side effect avoids those awkward situations where someone is near fully stalk and you can m1 hit the survivor but your power is on cooldown so your just waiting for cooldown to get the expose hit. I agree. I like his state in general even if it is not super strong.
that hindered idea is similar to add-on idea that I had where a survivor becomes automatically marked whenever they reveal ghostface. if you pair both add-on, you could expose someone for a weird reverse GF build. That idea might be funny if it was meme bloodpoint add-on that disables stalking.
I've wanted exactly this for the longest time.
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The only way I could see him getting a mobility power that's fair is by tying it to Night Shroud.
Maybe once you've marked a survivor, you get +3% haste, as long as you remain in Night Shroud. This would then cancel once you hit them, whiff an attack, or once someone reveals you. This would require teamwork to counter Ghostface, which serves as slowdown, as it's one less survivor on a gen.
That said, I don't really agree this is necessary. Ghostface is already powerful enough with the ability to expose survivors. What he lacks in chase power, he makes up for in only needing to chase survivors for a single health state.
I main Ghostface, and while it can be hella frustrating when I can't get my power off and I'm forced to play bare bones M1 killer, it feels super cheap when I get back to back exposed hits on unaware survivors.
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What if all survivors bring this and do a 'pass the parcel' manoeuvre to cut the duration of statuses down to 1/8th of their duration?
I think just taking the statuses at whatever duration remains would be fine. It could be that an i jured survivor has Mangled and Haemorrhage, so you take the statuses while healthy, and heal them up faster. You're healthy so you feel no effect, but if you lose a health state you'll be affected by them, even if injured in a way that wouldn't have given you those statuses.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483311#Comment_3483311
Yeah, imagine playing full tryhards 60-70 games so you get reward equal of 10 games, just so you lose all your progress and can do it again. It's way more games for survivors...
I really don't like grades. I prefered ranks way more.
But ranks didn't give you any bonus?
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484771#Comment_3484771
I listed several ways this system can be worse than an empty seat. The entire argument isn't about just reducing disconnects, so I'm not sure why you seem focused on only that. (Except that that's an easy straw man for a long winded post)
Bots make 3 gens worse because they can't strategize, bots can and will get stuck and will eventually soft lock games, it leads to abuse and griefing potential. I'm not gonna list it all again if you didn't read it the first time.
I get that I'm the only one concerned here, and I already said that. I was hoping BHVR might possibly see some flaws in their system, especially since they overlooked the glaringly obvious situation where all 4 survivors disconnect in a match. That's a pretty big oversight that isn't hard to predict, and there's nothing in place (as of the PTB) to prevent the killer from being stranded in that game.
This seems incredibly poorly thought out for such a large game change.
Bots make 3 gens worse because they can't strategize
But still better than no survivor at all.
You also have the problem that the bot isn't going to realize or understand to leave the 3-gen area, so they're likely to try and loop there or just walk around the edge of the map nearby. Probably going to get themselves hooked in the 3-gen as well.
But still better than no survivor at all.
In each case, they can be providing a distraction for the killer, freeing you up to tackle the 3 gen.
Still not seeing the downside.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484345#Comment_3484345
No, but if the solution to someone who wants out of a match is to just give up on hook, which avoids the DC penalty entirely, it also avoids the bot replacement system too.
At best, it just means that the same loophole still allowed someone out of the match for essentially free, and completely bypasses the 'replacement bot player' of the new system too.
So if the system doesn't work in cases where survivors want out no matter what, doesn't reduce disconnects (or doesn't even address them), and is completely subject to bugs and abuse otherwise even when the system works, why is it coming?
It feels like this is a net negative in an awful lot of cases, no change at least half the time, and once in a blue moon might actually do something productive.
It also doesn't cure cancer either.
How is it a negative exactly?
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@JonOzzie16 said:
Just remove hatch. Rework the perks and add-ons. It's a pointless mechanic and promotes selfish playstyles and slugging.
So then what happens to give the last remaining survivor a chance to escape? Do the exits get powered automatically?
If the last remaining survivor doesn't have a viable escape route (and if they still need to repair gens it's not viable) then the game is over once the 3rd survivor is killed.
If the game is over once the 3rd survivor is killed, then the moment the 2nd survivor is killed, the remaining 2 survivors know they don't have a chance to escape, either they get found first and killed, or they don't get found first and don't have a viable escape route and still die. This causes the remaining 2 survivors to give up immediately. Or they troll until they inevitably die anyway, because they can't escape.
If the last 2 survivors always give up, or otherwise don't have a viable escape route, then every 2K becomes a defacto 4K. This means the end result of every game is either 0K, 1K or 4K. This grossly inflates kills rates, along with making tunnelling even more effective than it already is, which in turn leads to massive killer nerfs so that it becomes incredibly difficult to sacrifice more than 1 survivor in a given game (because if you sacrifice 2 survivors, you've automatically won).
The last remaining survivor has to have a viable escape option for the game to function, and by viable I mean 50% or there about, and that's what the hatch provides.
Powering the exits automatically instead could potentially work, but it has issues. For starters, the remaining survivor could prepare and start opening the exit the moment the 3rd survivor is sacrificed, this means they would have a head start on the killer, who now needs to choose between 2 exits, so it could still be a 50/50 chance anyway. But alternatively, if the survivor cannot make it to an exit gate before the killer has finished sacrificing the 3rd survivor, then it could be virtually impossible to get one open before the killer finds them. So you're either given a scenario that is no different to what we have (50/50), so why change it? or a hopeless scenario for the survivor.
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- Bots aren't mean to reduce DC's, only to lessen the impact of a DC on a match, so that a single DC doesn't make the entire match a write off.
- DC penalty isn't going away, so there's no reason to think there will be an increase in DCs.
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@Annso_x said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483995#Comment_3483995
If 4 survivors DC right at the beginning of the game the killer isn't giving up on anything and if the game is about to end nothing is stopping the killer from finishing it against the bots to get the rewards (and they would still get the 'quitter' BP bonus).
I said that because I have a hard time picturing any other situation where 4 survivors would DC, but I have nothing against the killer being able to keep their BP, challenges & pips if they DC against 4bots.
Because playing against 4 bots is a miserable and long-winded experience. They have perfect killer detection as they regularly ping the killers location, so stealth killers are useless against them, as well as powers like Spirit, Knight and Singularity who 'move through space' differently. And they hold W the moment the killer starts heading in their direction, so it's a boring, if inevitable drawn out chase.
I don't think 'keeping BP and pips on DC' is enough, it should just be an automatic 4K if the last survivor DCs, in exactly the same way that a killer DC is an automatic 4-man escape. Otherwise, make a killer DC only reward survivors with a 'draw' outcome, a hatch escape without the 7000 BP bonus that doesn't fulfil any "escape a trial" challenges/rituals.
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Corrupt is definitely boring, and I would wager most killers don't get any value out of it either. It's really not worth running unless you're a heavily set up based killed like Trapper or Hag.
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if somehow a killer ends up against 4 bots they should be allowed to DC without a penalty.
Even that's not good enough. Why should the killer lose out on BP and lose a pip because the survivors all quit?
As long as 4 survivor DCs are counted as an instant win for killers, just as a killer DC is for survivors, then it'll be fine as is.
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I think Luck and Coin offerings are fine. It might be niche and more effective for a coordinated SWF, but it's not useless for a solo to bring a luck offering with Slippery Meat, you will have a half-decent chance of escaping even if it's not guaranteed. And even if you think it's not good enough, that doesn't discredit it's use for a SWF. And an extra chest is useful for when you have an 'open x chests' challenge.
Pretty sure oaks don't stack past the 2nd one, these make such a minor difference anyway, and a lot of maps, particularly indoor maps, are immune anyway as they have fixed hook spawns. I would do away with moving spawn locations entirely, and instead have oak offerings alter the properties of hooks, such as faster/slower sabotage or longer/shorter hook respawn.
Reagents and Shrouds are backwards, the survivor ones benefit killer and vice versa. These could be fixed by simply swapping them over.
The fact that a solo survivor shouldn't bring anything other than a BP offering has more to do with the fact that survivors generally get less BP than killer anyway. This should be addressed first.
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@Leon_Scott_Kennedy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483031#Comment_3483031
If they were all the same they would all be the same rarity, they are not the same, and this isn’t only about medkits it’s about every item and every offering
All medkits have the same charges, and heal you at the same speed. Brown medkits are the best ones, because they function identically to the others, and they're cheapest.
Unless you're exclusively using them to heal other survivors (for which there are decent builds using things like Renewal).
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483613#Comment_3483613
Oh no, insta-down killers don't mind MFT, so new discovery...
Stealth works too, who would have thought, because that's basekit for every killer, I nearly forgot... oh wait
I didn't get to use my power because they kept revealing me. And I didn't get to use my stealth because it was Coldwind.
MfT is barely noticeable. It's just 3%. You're all nuts.
"But the math-" no, it doesn't doesn't work that way in practice. That math would require every survivor to have instantaneous reflexes and perfect pathing, and doesn't factor in that bursts of speed are far more advantageous than minute sustained increases.
You're all crying that the sky is falling over theoretical numbers.
MfT is worse than Sprint Burst.