Seraphor
Seraphor
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I just went against a squad with 2 MfT and 2 Sprint Bursts as Ghostface.
Guess who I managed to catch. It wasn't the Sprint Bursts.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483509#Comment_3483509
RPD has strong 3 gen spawn. its pretty killer sided post-rework. I assume 3 gens are gen at bottom in main lobby, the gen on top of the left staircase and gen on library. RPD east wing is like dead dog saloon 3 gen. its impractical 3 gen to defeat. you work on the middle hallway generator and then you pre-shift w middle hallway generator by going on one the east wing exits. the library generator is generator that you just progress to threaten killer to walk to library and while killer walks to the library, your team should progress the middle hallway generator. RPD east wing is probably up there with most killer sided maps in the game. I'd probably class it as maybe 2nd killer-sided map in the game. you have to face weak killer to defeat that 3 gen. Just looking at that layout, I bet a nurse could 3 gen that map as infinity by just blinking to library back and forth.
it just showcases why having small maps is not good design. it promotes unhealthy gameplay with gen spread.
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Edit: This is what your survivor team should be doing vs nemesis. Survivor 1 in green should be doing gen. when he hears TR marked by thick red dot, he should run outside waiting for killer to kick gen and leave.
survivor #2 which is you. you should be doing gen and when you hear nemesis heartbeat intensify as he comes close to library door. you should run to next room then fall as he kicks gen. Location is marked by Thick red Dot for when you should be running away.
survivor #3 should be on middle hallway generator. he should let go of the generator as soon as he hears nemesis fall. he should move away to outside exit gate hallway. For yellow survivor, Thick red dot is marked on green line.
You can't hide there, your purple dot, there's no cover and he walks right through it. And his heartbeat is the same from the moment he enters the main lobby, so you can't predict when he's going to turn that corner, particular when his loop is broken up by microchases.
I'm not entirely sure what the other survivors were doing, but they were intermittently getting injured and then hiding/healing.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483497#Comment_3483497
getting hit is mistake. it is not game losing if 4 survivor are alive because 1 survivor can heal another survivor but doing gens part is slower.
I was on the gen in the library. When the killer came up to me, I didnt see him until he was already less than 10m away. The gen is right by the door, his TR was always present.
From that point he would push me out of the library and down to the next level, at which point he was closer to the other gen, or I would get injured, or both. If I didn't get injured anyway because 10m minus tentacle range doesn't leave much wiggle room. Either way, by the time I made the journey back to the gen, along his patrol route so avoiding getting injured there too, I got about 5 seconds of repair time before he was back on me again.
5% repair - 2.5% kick - 30+ seconds of regression = negative progress.
How do you deal with that?
Edit: for visualisation, red = Nemesis, blue = my long route back to the gen, green = being chased and very likely to get injured.
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Pretty sure these buttons don't do a damn thing. There's an actual report feature that requires you submit evidence.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483394#Comment_3483394
killer get 2.5% gen-kick regression. if you kick 10 gens in 3 gen. you get like 25% regression across gen-kicks. It shouldn't outpace your gen progress if you do not get hit and run away from generators. just let killer walk away and as he walks away, you progress gen. by the time killer returns, you should have more progress then 2.5% kick. you only need two people doing this. Of course it is way faster if you have 4 survivors doing this.
And if you score hits along the way and force survivors to either spend time healing or running early...
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so it's basically just a guaranteed survivor win, albeit a long one
- False, its a war of attrition, and it can definitely be the survivors who lose that war.
- The vast majority of solo survivors cannot coordinate well enough to break a 3 gen.
- Either way, nobody wants a long game like this.
I had this on RPD with a Nemesis yesterday, it wasn't even a close 3 gen, but it was possible for the Nemesis to get between the furthest gens faster than we could repair them, and with the occasional injury slowing things down, there was no chance of the three of us who remained getting that last gen done.
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Agreed. Now that grades are purely for personal progression, depipping should be removed for all cases other than a DC, and then gaining pips can be made slightly more difficult in turn.
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I think it should show the auras of unbroken doors in white.
It can still be useful to know if a door has been broken or not, so that you can make use of the route instead of assuming it's a dead end.
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@DeeBeeDeeAddict said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483217#Comment_3483217
I think you and I are viewing this in a completely different light. "Punish" isn't the word I'd use. SWFs can communicate with one another outside of the game -- that allows for an insanely huge advantage to them. By inserting parameters into the game based on how many people are in the swf -- 2, 3 or 4 -- you could level the playing field and make this game more enjoyable for everybody.
The key word here is "can".
SWF "can" communicate.
There is a potential for better coordination, it is not a guarantee.
My experience with SWF is very different from the sweaty bully squads you're thinking about.
I either do not use voice chat when I play with friends, or on the off chance ai do, we mostly talk ######### and end up distracting each other, and making us play worse.
I actually escape far more often solo than I do SWF.
And that's why you can't mechanically nerf SWF, that's why this would be "punishing people for playing with friends". I'm already punished enough, but I do it because they're my friends and it's fun, even if it means I lose more.
I guarantee your experience going against SWF is plagued with confirmation bias. You will face a highly coordinated sweat squad and determine they're a SWF and they're a problem. But then you'll go against a casual SWF, you won't even notice anything different, the possibility they're a SWF won't even cross your mind and when you kill them all you'll convince yourself they were solo.
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@AtoTimber said:
this was literally how matchmaking worked pre "skillbased matchmaking MMR" and I actually prefer it a lot, because if you deranked you would get out of sweatier games, or if you didn't play as much, the games weren't so sweaty either, but if you were higher ranked you knew you would probably be gearing up to try. And in a SWF, it used to average out the ranks too which was nice. Tbh bring it back !!
Hard disagree.
My experience with rank based matchmaking, was that each month I would cimb to purple ranks, which is within the 6 rank range of rank 1. As rank 1s can only be matched down, every game would be sweaty. I couldn't climb any higher, but I also couldn't lose rank without intentionally losing dozens of games in a row, because it was easy to safety pip, so I'd be stuck in purgatory.
Add to this the problem TC believes they're facing now, which they're not, but was very true back then, for about a week before reset everyone would be playing extra sweaty to climb as high as possible, followed by a week following reset when everyone would be mixed together and sweating to get back to where they were. 2 weeks each month where the game was miserable. 1 week following that in which I could play, until I reached purgatory again, meaning it was actually 3 weeks per month the game was miserable.
I used to have to take regular extended breaks to have any hope of enjoying myself. Nowadays the game is bliss in comparison, I can play whenever I want.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483289#Comment_3483289
I wish I could think like that but depipping mechanic ruins the game for me. I have to try hard lot to avoid it and just to get a pip on killer. Swf have made it manageable on survivor for me but in soloQ trying to pip up in gold or iri sucks.
Getting to iri gets you an additional million BP. You can do that into about 10-15 games, or if there's an even on, 4 games.
I don't try to pip at all, I forget the system even exists most of the time, and I still reach gold each month. That's plenty enough.
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Grades don't mean anything, they dont affect matchmaking, they don't indicate skill, they literally only exist to work towards a BP dump each month.
No one is being 'thrown into a pot every 13th' because grades don't do anything.
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@SkeletalElite said:
The problem with this perk is that if it ever triggers on a survivor it means the survivors are playing badly. You should never be going down anywhere near your team mates. You should be running away from them so they can get gens done while you distract the killer. This perk is just going to let you steam roll the type of survivor teams you can consistently beat perkless if you wanted.
Hell if you're consistently getting infectious fright procs you're playing less than ideally. Talking a 16 meter range? That's just a skill issue on the survivors part
While I agree that going down near your team mates is a misplay... the best SWFs have a very common habit of readying for flashlight saves, sabo plays and general body blocking. So this actually shines against the best survivors more than anyone.
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Bots aren't a valid replacement for a survivor, they just lessen the blow of losing a team mate so that it's not instantly a hopeless 3v1. Also, killers don't want to play entire games against 4 bots just because they chose an unpopular killer.
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But... all Medkits are the same now, why wouldn't you use brown ones?
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482789#Comment_3482789
How do you have strength equal of something that insta down without insta down? That's still way weaker version of that.
Don't get me wrong, it shouldn't be equal, but I just don't like that wording.
If you have longer CD than basic attack, then it has to be worth it. Ambush is definetly not worth it. I usually use it only on obsession, because I use STBFL on pig.
It's mostly useless, when you crouch survivor will just holdW away and you can basically use it only on loops where you would have good chance to make a hit even with M1.
Ambush and crouch need buff.
Most special attacks are fine, just Pig is really weak imo.
She gets basically punished for her Traps, where new players don't know how it works and keep dying, so her Kill rate is high even tho she is considered one of weakest killers...
I get a lot of mileage out of Ambush on Pig. You need to use it from a stealth scenario, not at a loop. Most loops, unless they completely obscure the survivors view, won't be cleared with an Ambush, even if it had a shorter charge/cooldown.
Ambush from around a corner before the survivor is aware, basically counters any form of 'hold w', you can hit them before they get a chance to gain any ground from running away, and before they get to a loop in the first place.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482775#Comment_3482775
Not really, BBQ information is at point where you need it most (look for next chase) and it's used only by killers who can use that information (fast movement).
This perk needs you to destroy pallet/window. You will often simply run out of options after hooking few survivors, because you still need to destroy pallets during chase to get down.
It's also not really effective to have wide range when you mostly use this perk in chase. So effect is kinda wasted there.
I really don't think perk would be broken with 40 sec CD. Increasing range wouldn't make it really better for most killers.
Buff with CD replacement would make it viable for any killer.
Not really, BBQ information is at point where you need it most (look for next chase) and it's used only by killers who can use that information (fast movement).
Not true. I use it on Ghostface and Pig, in order to keep tabs on where everyone is. I don't usually need to make it to them that quickly as it still tells me where they are or might be by the time I get there, and if no one shows, I know they're close to the hook.
I'd probably use this Thwack myself, it would be a neat alternative to I'm All Ears.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482736#Comment_3482736
That's still trash.
Main issue is hook activation requirement. You are unlikely to use it many times, because of this.
Just make it cooldown based as I'm All Ears. I have no idea why they were so scared about information based perk.
I mean, thats better than BBQ. No 40m exclusion zone.
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I've never even heard of this, let alone seen it.
How does the killer know the survivor is giving them intentionally?
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There's no reason to get triggered over players pressing the ctrl key. If it really bothers you, play Ghostface and teabag back.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482537#Comment_3482537
Seriously, try it, its wall hacks. Want to know what else is true about the "wisdom of the crowd" in DBD?
https://us.v-cdn.net/6030815/uploads/GOYEKDMA1XC3/microsoftteams-image-2873-29.png
The "Wisdom of the crowd" also sees that nurse is the worst killer in the game, and Pinhead, Sadako, Wesker, and Freddy are some of the best in the game.
The problem is that when people use keys, they think of it merely as a way to escape using the hatch. Seriously, look at the addons, and think about it for just one second.
https://us.v-cdn.net/6030815/uploads/C6QIBARMJAP3/image.png
You can see the killer's aura within 32 METERS?! that is NUTS. Use that in a chase around a loop and see how long it takes a killer to catch you. Combine that with a skeleton key and a duration addon, and you are looking at the killer's aura for a full 37.5 seconds of time in a chase. And this only if you just hold the thing down, which you don't need to do. You simply toggle it for a second or 2 and you know what the killer is doing, if used correctly it will probably last you a whole match.
Skeleton Key with Blood Amber and Prayer Beads gives you 22.5 seconds of use. But the fact that you need to use a Skeleton Key at all is the issue. There's no reason why the Broken Key should be useless for both the hatch and aura reading.
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@DumbCaboose said:
As I was reading the comments, a thought occurred to me. I was thinking of other killers who saved stacks of STBFL with alternate attacks. Then it hit me. Nemesis. Checked his cooldown on his tentacle attack. Just as I thought, it’s a 2.5 second cooldown attack. Same function as Demo and Pig but has a way to save stacks AND has a recovery that’s faster than an M1. This is great proof that the 2.7 change on the two would be more than balanced. I agree pig needs more, but personally, I just want to use the STBFL play style more effectively.
Nemesis's special also takes three hit to down a survivor.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482306#Comment_3482306
You plan to also decrease base-time sabotage speed? Or why did you nerf alexis by freaking 25%? That's basically making the toolbox as useless for sabotaging, as any other toolbox. IDK but if this goes thru, you can remove the whole mechanics at this point and leave just saboteur perk.
Lmao, ok. First off it's all theoretical, plus I'm still adjusting things so I'm not set on anything, there's no need to quit the game.
25% is 0.66 seconds, making a sabo take 2.33s. That's still faster than Saboteur, which is about to be buffed to 2.7s. Its more than adequate, faster than killer attack cooldown, and lightens the impact of sabosquads a little without making sabo any less effective.
But maybe 33% would be better, that would make it 2 seconds.
Edit: I was wrong. It's increasing speed, not reducing time required. This makes a difference and actually, 50% is what I thought 25% was. It doesn't decrease 3s by 50% to 1.5s, it increases speed by 50%, which makes it 2 seconds. So in a roundabout way, my 33% was bang on.
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@Zokenay said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482580#Comment_3482580
The hitbox is pretty BS, aka, too big.
But you can dodge it incredibly easily, and then Demo flies past you at 18m/s and you make up a ton of distance.
That's what I mean, Demo players could say it's BS because it's so easy to miss it entirely.
I expect what you mean by "BS" is more related to ping and latency.
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@Zokenay said:
I wouldnt say Demo is that balanced, the hitbox of his Shred is pretty stupid.
By the fact that I genuinely can't tell whether you mean it's too powerful or too weak, I'm gonna go out on a limb and say it's actually fairly balanced.
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Their recovery is slower.
If you hit them, you don't need to worry about that. High risk high reward.
Now as to readying the attacks, that should be looked at, particularly on Pig. A -0.3 seconds on crouching or charging Ambush would be very welcome.
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It already takes twice as long to bless a Hex totem than a Dull totem. What you're asking for is already in the game.
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I'd just make it take a little longer to take your chances.
Currently each one can be taken virtually instantly and removes 33% of a hook state (20 seconds). Instead, each one should take 10 seconds and then remove 10 seconds of the hook state.
So after 10 seconds on a hook, you can attempt to unhook yourself, 10 seconds later, take your second attempt, and so on. You could wait 30 seconds and then take all three chances, but either way, it means you're on your first hook state for a minimum of 30 seconds wit the option to cut that time in half.
30 seconds for first hook state then 15 seconds for missing two skill checks in your second, and you have a minimum of 45 seconds on the hook. This is still quick enough for those who want to quit for any reason, legitimate or not, as it's quicker than any other route out of a match, but long enough that those determined to rescue them will have a chance to do so.
It would also help in cases where hooked survivors act too hastily, thinking their team mates are leaving them to die, so they take their chances only to be rescued in good time anyway. It would give them 30 seconds of buffer time to preserve their second hook state. I've been guilty of this myself. I've been hooked, noticed the other survivors are all together on the far opposite side of the map, they stay glued to the gen, 10, 20 seconds go by, so I take my chances because it's pretty obvious no one is coming for me. Then the killer finds them, they scatter, and one of them reaches me before I die. Great, now I'm down a hook state.
Deliverance would be an exception, allowing you to take your chance at any time.
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Why? Either way they no longer have the item in their hands. If you see a survivor drop an item, chase them so they don't get a chance to pick it up again.
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If you actually use medkits to heal other survivors, they are.
I run a healing build based around Renewal with We'll Make It, and use a 32 charge medkit to heal unhooked survivors rapidly to charge up my Renewal, so the increased healing speed from the higher tier medkits makes a significant difference.
Instead of self-caring in the corner for 24 seconds with my brown medkit, I fully heal a survivor with a purple medkit in 6 seconds, banking a full heal for myself in the process. And yes, I play solo survivor.
You can do a similar with with Solidarity too.
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4 gens got done, I think it's safe to say the killer didn't benefit from this.
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@mca240 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479313#Comment_3479313
How does it devalue? You need a lot of bloodpoints in this game, especially as a newer player to get all things unlocked. The sheer grind alone is turning off people from picking up the game. To veteran players who have everything it doesn't matter either since they do not need bloodpoints anymore.
That's how economies work. If you give everyone twice as much currency, everything is worth half as much.
They already slashed the prices of everything in the bloodweb. What costs 2000 BP used to cost 3000 BP and so on. That devalued BP by a third. That means everyone can get through 50% more bloodwebs in a given 'time' than they used to be able to. One game that could have got you 2 bloodwebs worth of BP now gives you 3 bloodwebs worth of BP.
While this is a QoL improvement for everyone, it doesn't address the issue that killers are virtually guaranteed to get around 20-50% more BP than a given survivor on average, and I think pursuing BP parity is a better way to go about things than simply inflating everyone's BP, it's more likely to actually happen for starters.
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@PotatoPotahto said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482325#Comment_3482325
it is 152 meters.
So MFT gives you 44% more distance.
Imo, this is too much.
Hope alone can also be a problem, but it isn't THAT bad alone.
Both Hope (152m) and Hope+MfT (220m) appear to far outclass any chase a killer can possibly make during the endgame based on this reasoning.
So I would put it that either things don't work out this straightforward in live gameplay, with loops and clutter and killer pathing being far greater factors, and/or that neither of these are actually a significant problem.
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I love me an 'all-seeing wall hacks' and 'cant stop me hooking' builds. They work well against saboquads and in your face flashlight SWFs. Who needs regression perks?
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How much can they cover with just Hope?
It must be at least, I dunno, 140 meters? Isn't that still longer than most maps?
Is Hope on it's own a problem?
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@JdoHybrid428 said:
I'll start by saying that most people on this forum seem to only been playing Dead by daylight for a short period of time. Not too long ago tool boxes could get up to 200+ charges and years ago brand new parts could finish a generator in 20 or 30 seconds, I think, but people still want things nerfed. I'm more of a killer main(still play survivor plenty) but I think it's a terrible idea. Toolboxes are in an ok place rn. The bigger issues with games is the matching not working properly and people being able to use voice communication(either through discord, Playstation/Xbox chat parties, etc). Another note is people saying maps and keys are useless when they're far from useless but you can't convince them otherwise. I would like to see new very different items add. I discussed it some on another post.
My problem with maps and keys, is that they each do half of the same thing. I'd much prefer it if we had one item class that was used to track auras, which auras tracked being customised by add ons but being able to track other survivors by default (serving as a viable alternative to the likes of Kindred/Bond/SWF), and that power was a little more effective at what it does.
@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:
- 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.
- 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.
- 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.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482143#Comment_3482143
Not a bad idea actually. Make them function similarly to how the new BNPs will.
Instead of increasing repair speed, they don't repair at all. Instead any "repairs" made with the toolbox take charges away from the maximum required charges.
If the killer doesn't interrupt and regress the gen, then using a toolbox changes nothing and doesn't speed up repairs at all. But if you use a toolbox and it takes off say 30 charges, then if that gen regresses to zero, it'll only take 60 charges to re-repair.
Less genrushing, but more protection against regression and 3-genning.
So this has actually inspired me to theorycraft the rework for it.
If we give Toolboxes a similar effect as the new BNP, and have a portion of those repairs instead be subtracted from the generators maximum charges, this gives toolboxes a strong protective value against regression perks. This not only serves as an indirect nerf for regression perks (meaning you don't have to overcomplicate things by nerfing those perks at the same time), but also allows for the gutting of increased repair speeds on toolboxes, as detailed below:
So while charges have been significantly increased, repair speeds have been virtually removed entirely, except for Engineer's (10% instead of 100%) and of course the add ons, which have been been reduced.
Mechanically, this would work by having half of your charges repair the generator normally, and the other half subtracting from the maximum required. A regular Toolbox with 30 charges and a subtraction rate of 50%, means that after 30 seconds of repairs (at normal repair speed unless effected by perks) you will have protected 15 charges in total. If that generator is then interrupted and regressed to "zero", 15 charges will remain, or it will only require 75 charges to repair to full.
Moreover, this I think would make the Engineer's Toolbox the 'best' toolbox, instead of Commodious, as it should be for a Very Rare item. As the Engineer's will have the 10% repair speed bonus with a protective power of 20 charges after 18 seconds of repairs, while the Commodious has more charges, but takes more time for a protective power of 25 charges after 50 seconds.
All in all, this virtually eliminates toolbox use for genrushing, and makes it a counter to regression instead, which make them more effective at 3 gen scenarios, or battles of attrition.
Caveats: due to the increased charges, Sabotage depletion rate will need to be increased, I would say from -2c/s to -3c/s, this will make them slightly more sustainable for sabotage instead of repairs. I wouldn't want to double it because the charges haven't been entirely doubled, and that would make it a nerf for sabotage as well. Additionally, the skill check chance would have to be reduced from x5 back to maybe x2 again, as the duration of toolbox use will dramatically increase, the Commodious will go from being depleted in 21 seconds, to 50 seconds.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482238#Comment_3482238
the problem is that kicking pallets results in the survivor hold-w to next loop. your getting pointless information.
That is true, though it can depend on the loop. If you're smart when you kick the pallet so the survivor on the other side is backed into a corner, they make a lot less distance.
I'm not saying it deserves the drawbacks it has, for a perk that has niche use it shouldn't have as many as it does.
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I guess the drawback is that you can kick a gen with NTH and detect nobody, while if you break a pallet with Thwack, you're guaranteed to get value out of it, because you're in a chase, there has to be a survivor there, and you're typically at a loop (that's where most pallets are) ready to use the aura to mindgame.
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Ghostface works as a stealth killer without his power. Myers is useless without tiering up at least once.
Ghostface can micromanage his stalk among individual survivors. Myers gets a finite number of tier 3's and has to use them at once.
Ghostface has unlimited stalk potential. Myers can deplete his power resource, and potentially cheat himself out of 1/4 of it if he sacrifices an unstalked survivor.
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This was one of the biggest problems with old Dead Hard, power whifffing. Killers using their limited powers which take time to charge up or cooldown, and having that effort deleted at the precise moment they try to use it.
Sailing over bear traps, dodging Victor and then easily kicking him, dodging Shred and putting Demo into a cooldown having lost loads of distance, etc.
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@EmmaFrostyEyes said:
I wouldnt mind toolbox not speed up gens but here is my issue. If you make it so that they only work as sabo items, then your gonna see kills lobby dodging because sabo squads are annoying. I think the tool boxes should only speed up gens that have lost progress or have been damaged. What do you think about that idea?
Not a bad idea actually. Make them function similarly to how the new BNPs will.
Instead of increasing repair speed, they don't repair at all. Instead any "repairs" made with the toolbox take charges away from the maximum required charges.
If the killer doesn't interrupt and regress the gen, then using a toolbox changes nothing and doesn't speed up repairs at all. But if you use a toolbox and it takes off say 30 charges, then if that gen regresses to zero, it'll only take 60 charges to re-repair.
Less genrushing, but more protection against regression and 3-genning.
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@Uxoxe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481650#Comment_3481650
Dead Hard was switched to killer-side validation because it had such a high pick rate. Wesker has a high pick rate, so why not do to Wesker what was done to Dead Hard.
@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480785#Comment_3480785
Because the opposite would make killer unplayable.
As survivor, you have the option of giving yourself more leway and making safer plays that put you out of danger earlier, instead of waiting until the very last second when the killer is half an inch behind you to make your pallet drop or DH or whatever.
You cannot as killer, anticipate where the survivor will be in the future, which is what you would need to do if hits were validated in the survivors favour.
On the killers screen, you weren't around the corner yet, so he hit you. If the opposite was true, then on the killers screen, he would hit you because on his screen you are in line to be hit, but you wouldn't be grabbed and the injury would be rolled back, because you weren't actually where you were on his screen. It would be impossible to aim at survivors, because you would need to aim several seconds into the future, to where they might be in a couple seconds time. So you'd be aiming 5 meters in front of the survivor, you would dash past the survivor to a spot somewhere ahead of where they are on your screen, and then you would see the survivor, who is now behind you, magically teleport into your hands/onto the floor/get injured, and that would be the only way to land hits.
It's known as 'favour the shooter' and is true for nearly all PVP games, but most PVP game are symmetrical so neither side is exclusively benefitting from it.
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@Coffeecrashing said:
Toolboxes shouldn't give extra skill chances, because it synergizes too well with hyperfocus and fogwise.
The most powerful toolbox combos need to be toned down a lot. A Commodious Toolbox with spool and swivels should not be deleting almost 20 seconds off of a gen by itself. This doesn't even require a BNP, or any perks to help the toolbox. This is just the toolbox (and yellow rarity addons) deleting almost 20 seconds.
These perks are useless without toolboxes. Might as well delete them.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481605#Comment_3481605
Make your choice is valid only on few killers, but it's fun when it works.
Pair it with the right aura perk, such as Floods of Rage with Lethal Pursuer extension, and you widen the killers who can use it effectively quite a bit.
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I think that would be a tad too much.
I would say that it just need to inflict Exhaustion while injured, so it can't be combod with another Exhaustion perk like DH.
And it should only activate the Haste while in a chase, so that you can't benefit from additional speed when pre-running, and delaying the start of the chase, like Sprint Burst.
I don't think it's too strong to pair with Resilience, if the survivor wants to make the choice to optimise their perks by remaining injured as long as they think they can at the risk of going down in one hit, then that should be a valid build. Resilience+DH is already a valid build, Resilience+MfT would just be a variation on that. And I don't think pairing it with Hope is a problem either, Hope is already doing the heavy lifting. If MfT+Hope is a problem, then Hope alone is already a problem, and it's not.
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This is too much 'standardisation' if you ask me.
What's next? All survivors and killers move at the same speed? 100% fixed for survivors and 110% fixed for all killers. All loops standardised so if you just keep running the killer is guaranteed to catch up within 30 seconds.
All hooks exactly 20 meters apart so that it's impossible to wiggle off between them and Boil Over always lets you wiggle off just before you get hooked. All clutter removed so there's a straight line between every hook.
Boosting the speed of any action should be possible, but a limited resource or require certain conditions, and that's exactly what Toolboxes are. This allows for 'comeback' techniques. So where the killer may have dominated in the early game and established a 3-gen, you can use your limited repair speed boosts to counteract that and potentially break the 3 gen. It should be about smart resource management.
By all means nerf Toolboxes or toolbox add ons so that they better fulfil this role. BNP's are already getting reworked so that may be all that's necessary.
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Killers have spiky hands.
There.
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Have you tried Make Your Choice?
@Uxoxe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481526#Comment_3481526
MFT, Hope, Boon: Dark Theory and Guardian
122% movement speed.
Good? They've just been unhooked.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481181#Comment_3481181
8% permanent haste is would need to be hex perk. pink bottles on clown with that effect is like yellow bottle+pink bottle on every pink bottle. talk about haste stacking...
PWYF is 15%
Of course PWYF has a limitation, you get one hit before you have to go gain another charge, but if 8% is too much, then even a 2-token PWYF at 10% is too much as well, that's an entire chase, two hits for two health states.
But I think this mechanic is also a pretty fair limitation. You won't get the maximum speed boost until you've hooked everyone once, and the moment you start 'winning' by eliminating survivors it drops off. It's sort of like Devour Hope, it takes the killer to 'play fair' for the first few hooks, and then gives the killer a powerful effect, which can disappear before endgame, except it is guaranteed to disappear before endgame unlike Devour.
In fact it's almost impossible for this mechanic to be oppressive. The killer cannot have access to it until they've played fair for a minimum of 4 hooks. The killer cannot use it to finish survivors off, and as soon as they start to 'win', it loses power. That sort of perk needs to have a powerful effect like a Hex if it has any chance of getting anywhere near to meta.


