Seraphor
Seraphor
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@jeffkillsyou96 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477331#Comment_3477331
Franklins and overwhelming both have counters
Franklins: don’t get hit/ drop your item somewhere and built to last and
overwhelming presence: doesn’t prevent you from using medkits it drains them faster so leave terror radius
and I know flashlights aren’t required but what else are survivors suppose to do other than gen rush then it gets complained about
There are definitely more things to do than "flashlight or gen".
I never use flashlights, and somehow I manage to play the game just fine.
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@jeffkillsyou96 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477295#Comment_3477295
Exactly so why should one side have an absolute counter just cause they can’t play?
An absolute counter to an item, that aren't required and you can chose not to use.
What do you think about Franklins, or Overwhelming Presence?
Countering item usage is an element of killer build customisation.
How about you stop avoiding learning how to play survivor without Flashlights?
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@PotatoPotahto said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477238#Comment_3477238
That really really depends on killer you are playing and the map you are playing. Can Blight, Wesker or Oni go for a full info build? Sure. But you can't do that if you are playing Wraith on Garden of Joy.
I use it with Ghostface and Pig. Wraith could also benefit from it quite well as a stealth killer.
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@PotatoPotahto said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477187#Comment_3477187
It's not about that.
If you have a lot of experience you don't really need info perks aside from the very beginning of the game, you'll know which gens are important and which gens survivors will try to complete.
If you are skilled enough, you can make your chases end faster.
But no amount of skill or experience can make gens go back or prevent survivors that are committed to gens from popping them fast.
Hence, gen slowdown will always be meta. That's a niche you can only fill with perks.
Knowing exactly where survivors are and actively preventing them from repairing gens absolutely can replace slowdown.
My full aura builds are just as successful as my slowdown builds.
Enough info plus the skill to use it, you can keep survivors perpetually occupied by always having one on a hook, and always pressuring the correct gen.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477138#Comment_3477138
I´m still surprised that so many killers use BBQ. Either they don´t know that BBQ doesn´t give bonus points, or they really don´t want to camp/tunnel.
I mean, I really don't want to camp or tunnel.
Info is severely underrated, particularly on stealth killers, and I'd rather hook everyone three times than let anyone die on their first hook.
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@Roaroftime said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476968#Comment_3476968
The gen slowdown should not be the first stack, 30% is too much considering doing gens is arguably the most boring part of survivor anyway.
30% is too much I agree, but gen slowdown needs to be the first stack, as that's the priority order for survivor objectives. 15-20% would be fine.
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@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476955#Comment_3476955
I truly don’t understand why it’s still a mechanic. And I more so don’t understand why so many people complain about MfT when bloodlust is still a thing. If people think haste is such a problem then why do people still defend having bloodlust as a mechanic. 5% is huge when you’re already 15% faster than the survivors.
I think both are fine.
3% is nothing, and bloodlust exists because infinite chases shouldn't. Killer is the power role and survivors shouldn't be able to 1v1 them indefinitely.
The lack of 'technically infinite loops' doesn't mean anything, players are fallible and survivors can still drag out simple shack loops indefinitely if they want to.
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@flotaku said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475475#Comment_3475475
That just completely dismisses what this thread is about.
It's not about not wanting to share, it's about sharing it with people that also like to share and incentivise people to bring event offerings during the event, rather than offerings that allow them to turn the game into their favour.
People who bring even offerings shouldn't be punished for being nice.
The biggest issue here is the matter of "paying it forward".
You have a bad game where your opponent plays in a way you don't enjoy, and you decide to take out your frustrations on your next opponent.
This is one of the most toxic mindsets in this playerbase.
Your next opponent is not the person who screwed you over last time. What do you think you're gaining by depriving this new person of bloodpoints?
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I think Midwich could do with the RPD treatment:
Widen the corridors just enough to squeeze in the odd pallet loop. This will naturally make the map bigger. With a bigger map over all, you can block off portions of the upstairs, and create two variants, one with the Library area closed off and one with the Bathrooms area closed off. This will ultimately map the map less claustrophobic, and less effective for killers like Doctor, Nurse and Dredge who basically can't lose on this map.
I don't personally think Saloon needs any changes, it's one of the more balanced maps already.
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It's almost like there's a load of challenges that involve using the invitation powers.
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They occasionally (I think once a year?) put out a survey that asks among other things, what franchises you would like in DBD, and by luck there's one active right now.
Edit: Nevermind it's closed already, so you just missed it!
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@NerfedFreddy said:
Penalties shouldn't be more than 10-15 min max. All this 1 hour and more is just toxic flex and nonsensical feature that were enforced by entitled killer mains' "feedback" bc they can't sleep well if someone leaves their keep hostages practice unpunished
LMAO "enforced by entitled killer mains"
Killers benefit when a survivor DC's. It's the other survivors who get screwed over by it.
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@mca240 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476561#Comment_3476561
it is not unrealistic during that time to have at least 3 matches were you’re being slugged to death, hold hostage by a 3 genning Skull Merchant, facecamped by a Bubba with Deadlock and so on. You just to have endure that according to your logic?
If you're slugged or camped, you will get to your next game quicker by allowing yourself to die, than you will if you DC past your first DC.
It takes 2 minutes to die in either case, while your DC penalty will be 5 minutes or more.
So there's never an excuse to DC in these cases. And if you're being held hostage, file a report, that's what your first 1 minute DC allowance is for, legit games you cannot leave.
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They have disabled the DC penalty on many occasions (usually when there's a game error that forces players to DC).
Every single time, without fail, the game goes to ######### because people don't stop DCing the moment they're inconvenienced. Survivor is first found by the killer = DC, gen pops before a down = killer DC, etc. And the game becomes unplayable, with maybe 1 in 5 games ever making it to completion without a DC.
You want to remove DC penalties during events? Well then there's no point in having events because no one will ever make it to endgame to receive their rewards, and no one will play past the first day.
I don’t really care who disagrees with this, not everything is about you
Well said, it's not just about you. Suck up the DC penalty, it exists for a good reason. Fix your connection and stop ruining the game for others. It's not just about you.
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You shouldn't lose pips outside of DCing at all. Make them harder to acquire by all means, but there's no reason why the grade system needs to work backwards anymore, it's not a ranking system.
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@tubalcane said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3474923#Comment_3474923
You nailed it. The game is getting ridiculously easy for survivors. At the same time they continue to make more and more negative rules for killers that make no sense, like a anti-camping mechanic when there are already a bunch of anti-camping mechanics.
The funny thing is this applies equally to killers and is demonstrated by the no pip 4K example by Spectralfx above.
If you utilise scummy killer tactics such as camping and tunnelling, you will 4k without acquiring enough chase or hook points, and you won't pip.
Just as survivors will want to complete actions in all categories; repairs, healing, chase and surviving, killers need to complete enough actions in all of their categories as well, this involves letting survivors be rescued from hooks, so that you can score more chase points, and hook them multiple times.
If you just didn't camp, then not only would you gain more pips, but all of these anti-camping mechanics would be of no consequence to you.
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The point of Sloppy Butcher is to counter healing, which includes healing perks such as these.
This is how the game works, there are counters to things.
Distortion counters aura reading. So what if the same was argued for this? Maybe aura reading perks should bypass Distortion? So the perks aren't wasted?
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I agree, a tally of how many 'thumbs up' you've received would be a good feature.
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Most killer sided maps are only killer sided for certain killers or killer archetypes, and in a way that can't be corrected.
For example, maps that favour stealth killers, work against 'rush' killers like Billy/Blight.
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It's an event, it's not supposed to be serious, lighten up and learn how to have fun for once.
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Keys are useless, and Maps are also disappointing. Both need to be reworked:
@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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Alien, always.
With Ellen Ripley and an Amanda skin.
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You can just eliminate the survivor who downs themselves with No Mither early on and make it a 3v1. They brought No Mither, they're not going to survive.
Corrupt is already countered by hiding. If the killer can't find anyone for 180 seconds, it's a wasted perk slot. This is why I never use it. But then I never play Hag or Trapper either, and they don't use Corrupt time to pressure survivors anyway, they use it for set up.
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This one is actually easier on survivor. All you need to do is escape for a minimum gold, no scaling with grade is applied.
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Or how about we all stop being spiteful?
What does it matter what other players are getting? Just be concerned about your own BP.
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I just think the 2% from Dark Theory and the 3% from MFT should be swapped over. Seems weird the more restricted perk has the lower value.
If this were the case, I think MFT would be in a better place, still edging out a slight advantage but not as noticeable for killers, and there would be no reason to lose the Endurance.
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It should equal your Terror Radius so that it synergises with Terror Radius perks/powers, and you can adjust it with Terror Radius altering perks/add ons, while having a built in control in that survivors will be aware of your presence any time they're detected by Whispers.
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For your other 2 perks, I'd suggest info perks.
Pig already has innate slowdown, and stealth killers benefit a lot from knowing where survivors are.
Something like Lethal Pursuer and Nowhere to Hide, or BBQ & Chilli, or I'm All Ears. (I actually run all four a lot of the time and rely on Ambush for dealing with loops)
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1 or 2, as they actually synergise. 3 and 4 are simply two perks that can 'help in a chase' but in entirely different scenarios and on their own don't do anything game changing.
I'd take it a step further and run 1 on Wraith with breaking time add ons, or even throw in a Hubris on 2. But that's not useful for your situation.
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No Mither and Plot Twist counters Corrupt Intervention, that's amazing.
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Depends how close the game was.
Were all 4 survivors alive when the gates were powered? 2K is a win.
Did you eliminate one, then the gates were powered, then you eliminated another on death hook? 2K seems more like a draw.
2K then gates were powered and both remaining escaped somehow? Seems like it should've been a 3K. Better hook management would have made that a 3K.
I frankly see any early eliminations as a disappointment. If you make it a 3v1 too soon, then a 3/4K is virtually guaranteed and even then it's not technically a win. That's when I ease off and start letting people escape, there's nothing in it for me to sweat over.
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@Raconteurminator said:
Just out of interest, does David being revealed as gay coincide (roughly) with any Dead Hard nerfs or adjustments? For the most part, the only reason people play certain Survivors is to get their perks. Dead Hard, of course, has been substantially nerfed fairly recently, but a lesser change previously could have produced the slow decline we've seen in his use.
I imagine for a lot of newer players, David being free and (at the time) having the best perk in the game would have influenced his pick rate to a significant degree. DH nerfed = less people playing him to get his perk/lower use rate = less costumes. Of course, on top of that, being free, once people start buying characters, they're going to be less likely to go back to ones they haven't paid for. Meg is the exception in that respect but she also has really good perks, so there's an endless stream of newer players using her to unlock them. Good perks = higher, more consistent use rate = more costumes.
Both Dead Hard and We're Gonna Live Forever were substantially nerfed shortly after.
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@Ariel_Starshine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472558#Comment_3472558
I never thought of it this way, but this is true lol. All these weird nerfs over and over, killing perks, and for what? No buffs, just nerfing.
People are leaving left and right. All my friends long quit after the med kit changes.
People complain the game is imbalanced.
Game is imbalanced due to power creep.
Only solution for power creep is nerfs.
Meta perks and OP tools are nerfed to fix balance.
People complain about nerfs.
It's literally catch 22.
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Hangmans trick isn't supposed to be a nerf. The range of the effect has been increased, so you have a wider window of warning as someone is approaching a hook to sabotage.
The greatest threat of sabotage in the current game format IS scourge hooks. Especially with the buff to Sabotage likely making it more popular, which shows survivors which hooks are scourges. Of course you want to pair Hangman's Trick with other scourge perks now. It's like pairing Undying with another Hex perk.
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@DyingWish92 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471814#Comment_3471814
Then you're against trash survivors, period.
That's not how MMR works. You don't play for 1000 hours and still go against newbie survivors every single game.
Most killer mains are just babies. They can't function without their quadruple slowdown, tunnel and camp strategy, and when this trifecta of crutches fails, it's not their fault for playing poorly, it's the games fault, it's balance issues, it's map offerings. And when anyone tries to call them out "oH yOu MuSt Be AgAiNsT tRaSh SuRvIvOrS cOs I'm ToP mMr"
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@Barbarossa2020 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472243#Comment_3472243
They still will wait for 4 people to get there if they have that.
Then you'll have a reason not to camp, beat them to the chase by interrupting their healing orgie instead.
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@Barbarossa2020 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471881#Comment_3471881
How will it make it harder if there is 4 alive? Instead of getting a guaranteed grab onto hook i could get 4 wounded states and zero hooks?
Because they wont take 30 seconds dancing around the hook because you refuse to hit any of them. Survivors use that time to line up the bodyblocks.
They will need to commit to a rescue immediately, because you will have no reason not to whack them at your first opportunity. Immediate commitment to rescue means they have to have perfect timing and positioning on the first try.
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@Lateralus0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471887#Comment_3471887
I some how don't really believe you honestly. Or you play at very low mmr.
You don't believe you cant play killer without camping?
Maybe you need to learn how to play killer without camping.
"Must be low MMR" classic. You know 95% of players are "low MMR". Only the top 5% get their own bubble, everyone else is mixed together.
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@Lateralus0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471585#Comment_3471585
Nah I genuinely just think you're someone who hates him cause you're favorite content creators do. Remember Scott and his wife spread lies about Tru3 and got him removed from the Fog Whisperer program. You don't like Tru3 cause he holds different opinions about a game then you. That's it. Sad as heck
I used to like Tru3. Unfortunately his killer bias has become unhinged. I cant watch him for more than about 5 minutes before he makes the most whiney killer main complaint and my eyes involuntarily rotate to the back of my head. Morf is the same but for survivors.
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MfT on its own isn't game changing. But paired with Resilience and Hope it's pretty strong.
I wouldn't run it without both of those perks though. 2 perks for 10% speed in EGC alone isnt worth it, but the bonus from Resilience is.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471809#Comment_3471809
Unless it’s a SWF, and if the killer gets too far away from the hook, then all the survivors on generators will hide, the hooked survivor will get saved for free while the killer is away, then that survivor will get healed, and now the killer has zero pressure, and the survivors got rewarded for using voice comms.
This game gives zero help or incentives for leaving a hooked survivor. BHVR only gives killers nerf after nerf for camping, and thinks it’s completely fine for survivors to excessively hide.
This is nonsense. I never camp and yet somehow manage to get at least a 3K most games. So far today it's been every game.
You remind me of a Blight I encountered earlier. Facecamped every hook he made, yet failed to prevent a single unhook, so just wasted time standing still for 30-50 seconds for each hook. Everyone escaped.
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@Barbarossa2020 said:
And if ecg comes, with this killers go from probably 1 kill to zero. (in a 4 v 1)
If they can pull off the hook save, that's fine.
There was nothing good about a game of chicken at every hook stand off. Instead of baiting each other for 30 seconds survivors will jusy commit to the unhook right away. That alone will make a coordinated bodyblocking save more tricky to pull off.
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@UnavailableName said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471740#Comment_3471740
It is not happening to players that tunnel, play without tunneling and you will loose 90% of your trials.
Patently not true. I run Ghostface with zero slowdown, no tunneling or camping, and win all of my games.
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This.
The sole reason I never run Saboteur, is the myriad of cases where I've gone to heal someone off the hook and started the sabo action instead. I instantly break away, Sabo goes on cooldown for no reason, and it takes me longer to heal the survivor.
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If you don't want the perk and only want the BP, then why don't you simply ask for more BP instead of a perk that gives BP?
Survivors should receive more BP score events, particularly 'distraction points' for gens/heals completed while you're being chased or camped.
I'm not sure why you would want to sacrifice a perk slot for more BP.
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There would be no point, you'd be dead before you can get back into the game.
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With Remember Me: it should be 6 stacks of 4s, not 4 stacks of 6s.
This would mean that in order to reach max value, you either need to shift the obsession status, or you have to let the obsession heal up after each hook.
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@nars said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471260#Comment_3471260
i kinda disagree. A coordinated swf is taking the risk of grouping up for max value anyways, if they get found everyones getting pressured. Meanwhile solos get a neat mini buff.
SWf are most certainly not taking the same kind of risk as solos do when they group up. SWF being together tends to be a net benefit for them, as they can coordinate things such as flashlight saves, sabo/breakout plays, Head On stuns, etc. And when they do get flushed out by the killer they can reliably split up, instead of all running like headless chickens and end up sandbagging each other.
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Same reason for BBQ. So that players aren't inclined to run perks solely for BP bonuses. It skews the data, you can't tell if the perk is popular because of what the perk does, or because it provides a BP reward.
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Nah, some loops that aren't strong to break up a chain of strong loops is absolutely a good thing.