Seraphor
Seraphor
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- Seraphor
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I somewhat agree. Prove was never really giving much of a buff, it was just negating the co-op penalty, and it was still more worthwhile to split up to do gens... for the most part. But well coordinated SWF can really batter down a gen near the endgame with Prove Thyself, in a way most solo's can't replicate reliably.
And that's a pattern I'm noticing a lot on these perk changes. They favour solo survivors more, or they simply don't synergise with SWF coordination as well. This is a good thing.
So I think the Prove Thyself change might have be a little bit too 'unfair' for solos, but it's significantly more impactful against SWF, and that's a net benefit.
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But, stunning the killer does give you a comparative speed boost. Making the killer slower or making YOU faster are effectively the same thing in a chase.
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No issues here. Have you tried reinstalling the game?
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468899#Comment_3468899
What are those numbers?
Presumably, relative difference between survivor and killer speed.
Survivors move at 100%, killers (most) at 115%, so Hope knocks 7% off that 15% difference. 7/15, leaving 8% difference remaining.
MFT then knocks 3% off that 8% difference. 3/8
Although I think it's a little disingenuous to frame it this way. Whether you're using Hope, MFT or both, we know their values, 7%, 3%, and combined 10%. Mathmatically you can manipulate the numbers to say "MFT gains power when used with Hope", but realistically this isn't any more meaningful than just saying "combined it's 10%" and would apply to any two effects of a similar nature.
Bearing in mind, that 10% requires two perks.
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I think...
Just looking for a Yes/No - Reasoning is not necessary.
...nevermind. Without qualifying reasoning, this is just a question of expectations of developer choices, without any baring on the perk itself.
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I never run Franklins, kinda out of principle I guess.
I did this challenge on Spirit, and it granted me a fairly solid loadout of Franklins, Starstruck, Eruption and Remember Me.
Franklins really paid off when I went to hit someone mid hook rescue, interrupted their save attempt and they dropped their item. As they went to repeat the hook save, they instead picked up their item and I downed them before they pulled off the save.
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Maps aren't as imbalanced as most people believe, and by extension, map offerings aren't a problem.
Yes there are maps that are more killer sided or more survivor sided, maps that favour certain killers over others, but this is not as impactful as most would try to argue they are, all maps are viable for all killers. I have escaped from various killers on every map, and I have scored 4K's on every map. If you lose to a SWF who send you to Garden of Joy, the fact that you faced a SWF is a significantly larger factor than the fact that you played on Garden of Joy (unless you fell into the trap of pursuing a 5 minute chase through the house and it's strong windows). The relative skill difference between the killer and survivors is what makes the game, not the map you end up on.
When maps are imbalanced, this is reflected in the kill rates, and the devs do something about it, like they did with Eyrie.
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Restart the game and reselect the challenge. When you enter the loadout screen your perks should be white question marks.
Usually, if a challenge isn't working, reselecting it will solve the issue.
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@Config said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470292#Comment_3470292
Absolutely not, if they DONT have mft u can catch up to them slowly
Which is an absolute waste of time.
Three years of playing Doctor and I've never done this.
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@GannTM said:
Some of you people that play killer will never be satisfied. Killers have it WAY better than survivors in terms of the anniversary powers.
Survivors may have the ability to set pallets back, but those pallets only get use when you stun the killer. Otherwise, it’s completely useless. Meanwhile, killers can expose survivors in bloodlust and the pallet breaking power doesn’t need to be fast to be as strong as it is.
Expose in bloodlust is useless. I haven't even completed the challenge to trigger exposed with an invitation yet, because relying on bloodlust means you're already losing.
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You don't 'catch up' to survivors using Shock Therapy anyway, you use it to prevent a vault/pallet drop and catch them out of position.
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@tippy2k2 said:
I like the idea but there really needs to be a way to look up what each perk does in like...the pause menu or something. Approx 3/4 of the perks in this game are borderline useless and I have no idea what they actually do.
I had the damn DBD Wiki up when I was playing just so I knew what perks I was running 😅
'Not meta' doesn't mean useless. Most perks are useful if you know how to use them. And with that post count, it's surprising you don't have all perks memorised by now. 😂
I really wish this was a permanent feature, it would serve as a good 'challenge' mode that doesn't require an entirely different game mode. Make it a basekit feature you can toggle on and off, and then throw in a daily ritual for it as well, so there's a BP incentive to run it.
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It only works if the survivor is already injured and you let the guard down them. This keeps the exit blocked for a couple of seconds just like being downed by Victor or chained by Pinhead, and gives you a chance to pick them up.
Either you simply didn't pick them up in time, or it was a bug and didn't work as intended.
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######### is 'humping' for killers?
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469622#Comment_3469622
Oh I've seen pictures of old stretched and its very exaggerated the advantage people were trying to claim it gave. It didn't allow you to see over loops you couldn't see over previously as that would require the camera to actually be farther away from the survivor model.
That's exactly what stretched res DID give.
Field of view works differently between first person and third person.
Third person, it actually moves the position of the camera.
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I think you find the Pigs power outdated because you've been a Pig main for 2 years, you've exhausted everything it has to offer.
I've been 'maining' Pig for only a few months, and I think it works great. I get plenty of mileage out of her Ambush, her traps provide innate slowdown to I don't need to include and regression perks and can focus purely on info and chase perks that allow me to play as a stealth killer and take full advantage of that.
The only thing I would change, which I wish was true of Ghostface too, is that crouching shouldn't reduce your movement speed. It's antithetical to a stealth killer's power. If you want to catch up to a survivor in good time, you need to not be crouched, but then you're also not in stealth mode, so you're not able to use your power effectively.
Luckily the crouch speed add ons for both killers essentially bring them up to regular speed now, and I'm not too hard done by in using these add ons, but I don't think they should be necessary.
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@nars said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469569#Comment_3469569
I think its all or nothing. We either confirm no orientations at all or we include everyone.
This leaves as much room for disappointment as it does inclusion. Especially when 95% of characters are inevitably confirmed heterosexual... you simply can't 'include everyone' when you have a small selection of characters. 37 isn't enough to represent all forms of sexuality without heavily skewing it into an LGBTQ+ exclusive game.
If you hyperfocus on the sexuality of every character, this game becomes more of a character/dating-sim game.
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No it's not necessary. Ambiguity and the ability for players to insert themselves into characters to some capacity is a good thing. But so is some positive representation as well, (an active presence rather than an inactive lack of exclusion). A mix of both is the best route.
I think they could get away with a couple more character backstory reveals that allude to a characters relationships, (among other things so it's not one-note or box-ticking) but most characters should remain undisclosed.
To brainstorm a little, I think Yui would make for a decent backstory that involved a female love interest, and a new character who was non-binary/gender-ambiguous could work as well.
3-4 LGBTQ+ characters out of 37 survivors isn't a lot to ask for, or 'in your face' either.
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Having played with and without it, no it's not unfair.
I would often perform better solo than I would with friends on discord. Maybe less coordination, so as a whole my 'team' probably wasn't too much better off, but I myself died a lot less, because I was less reckless.
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edit: I have angered the 4 pig mains 😭 i'm sorry. I just wish it felt better to play on for any non stealth killers.
Maps that are good for stealth killers are bad for rush killers (Billy/Oni/Blight/Wesker, etc.)
Maps that are good for rush killers are bad for stealth killers.
This is the way.
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@Komi said:
Reveals the aura of hooks within the killers view, rather than every hook.
When within 12m of a survivor being picked up, gain a 5% Haste effect for 3s, during which you will be unable to use items.
The reasoning is that as it is now, you have to guess which nearby hook will actually be used, and if able to use items then the speed boost (intended to better reach the hook) would be exploited for flashlight saves. It helping in rushing a pallet save would also be in line with "Sabotage".
What constitutes the 'killers view'? Direct line of sight? Because that would be useless. Killers see the aura of hooks so line of sight isn't an issue, they also see the aura of EVERY hook, so including auras wouldn't change anything.
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Yes, only activate the cooldown if you complete the action.
God knows how many times I've unhooked someone, gone to heal them, and starting sabotaging instead.
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@DEMONANCE said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466797#Comment_3466797
that same data tells them maps like the game and haddonfield are ok and don't need changing cuz killers get a decent average kill rate on these maps despite their problems but that data doesn't show how miserable it is to actually play on these maps.
idk what they're waiting for exactly, to see that there's a decline in kill rates in matches with mft? cuz that's probably not gonna happen much but that doesn't mean the perk is not busted.
how did their data not tell them that dead hard was problematic when everyone and their mom complained about it yet it remained in the game for 6 years.
bhvr just don't wanna shake off their old "stats based only" balancing methods.
the game and haddonfield are ok
They are ok. I play just fine on these maps as killer. Yes even M1 killers, especially M1 killers.
I also haven't struggled against Made For This as killer. As an M1 killer.
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I would have called this petty and childish myself, (because you will get more Terrormisu in the long run if you get more BP now, but using them now) but I've also experienced a huge increase in petty, sweaty killers this event.
I just don't get it, we're all either playing for invites, or BP, and both of them come easily to the killer, and BP is even more easily come by if you let survivors play the game.
I get far more BP when I 2-hook everyone, then let everyone go, or at least get to end game before I choose one or two to sacrifice, than I do when I sweat and kill everyone in the first couple gens. And the survivors get tons of BP too, so they don't get cranky and do ######### like this for their next game.
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His gen defence is still useless. EMPs are still more than accessible enough to knock out a gen placed pod before he can teleport to you. So I'm really not seeing where he's similar to Knight and Skull Merchant.
His power is ALL in chase, which isn't how either of those killers work, or at least, isn't the problem with them.
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@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466164#Comment_3466164
The irony being that when I play Pig on Lery's the amount of pallets (And vaults near Pallet Loops) makes for quite the nice drumbeat on my skull. Might just be rusty though.
Some of my best Piggy games have been on Lery's. The corner dead pallet loops are particularly good for an Ambush too, as are a lot of spots on the map.
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F: Pyramid Head, though he can keep the head on, don't need to see the nightmare inducing monstrosity it's most likely hiding.
M: Trapper, not like I would have a choice, he won't let me out of the basement.
K: Deathslinger, ######### that guy. Twins, put them out of their misery. Trickster, just spend an hour with him and tell me you don't wanna.
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Ghostface, Myers and Pig say no.
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Drones can only be placed over gens, because there's nowhere else they can be placed.
They should allow drones to be placed in the vicinity of hooked survivors.
This wouldn't significantly improve her camping capabilities. You can easily run in, deactivate the drone and then make the save immediately after. And either way it works out, it's a built in anti-tunnel feature because no matter what, it makes the rescuer the target, either via killer instinct from the drone, or from them getting exposed.
But it would split her attention, between hooks and gens, giving her the choice as to which she defends, and taking her attention away from gens as far as her power investment goes.
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Try him on an indoor map and see how that works out.
I've yet to have a game against Larry that I haven't escaped from.
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Complete opposite for me. I only get sweaty tunneling killers who invariably prevent me from completing even a single gen so I can't get the "finish 2 gens" challenge done.
So I swap to killer to let survivors rack up a high score then let them go at the end. I won't waste time farming, I'll play normally then hold off on the death hook.
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I'm not sure how FF16 would translate into DBD. Little bit fanciful, but maybe...
Young Clive as the survivor, and a Dragoon Knight as the killer.
Killer's power would be Jump, functionally similar to Demogorgon's Shred but either has more verticality (no ceiling) or when there's a ceiling, it becomes Thrust, for the same result but a direct 'lunge' instead of a leap through the air.
Direct hits slowly charge up an 'Akashic' gauge, and when it's full it's automatically activated, increasing your movement speed by 5% and giving Jump/Thrust the ability to insta-down. Lasts for 30-45 seconds and once it's finished, your movement speed is reduced by 5% for 30-45 seconds.
Killer perks:
Dragon Sight - When a survivor becomes injured, you see the aura's of all survivors greater than 40m away for 4 seconds. When a survivor recovers a health state, you see the aura's of all survivors within 12m for 4 seconds. This perk has a cooldown of 50/40/30 seconds.
Mirage - When you perform a breaking action, your terror radius is fixed in place at the spot of the break for 35/40/45 seconds. This perk then goes on cooldown for a further 30 seconds.
Heaven's Fall - When falling from a great height, you gain 5% Haste for 3/4/5 seconds.
Clive's perks:
Perfect Evasion - Once per trial, hit the secondary action button to dash to the side and evade an attack from the killer. If a 'near miss' was scored, your scratchmarks are concealed for 8/9/10 seconds.
Teamwork: Combo - When taking a protection hit, you and the survivor who was protected gain 7% Haste for 3/4/5 seconds.
Boon: Phoenix Blessing - Any survivor who recovers from the dying state within the area of effect, either by themselves or with the aid of another survivor, gains the Endurance effect for 4/5/6 seconds.
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Bit of an add question really. There aren't any survivor perks I 'enjoy' playing against as killer. Survivor perks either go unnoticed by the killer, or they're actively irritating, like Blast Mine and Boil Over. That doesn't mean the latter perks are 'bad' perks though. It's not really up to survivors to bring perks killers 'enjoy' anyway.
On the other side though, I enjoy seeing killers running 'healthy' perks, like Devour and Make Your Choice (actively prevents camping and tunnelling). Killer perks just have an overall greater impact on the game, and so as survivors, they become part of what you're playing against, instead of slight effects working in the background like most survivor perks.
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Did you already claim and then use an invitation power? I found that there seemed to be some kind of invisible cooldown to claiming them.
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Don't have a video, and I'm not going to claim it's anywhere near 'typical', but yes, I once got a 4 man out against a camping Bubba. Once, like, 2 years ago.
It all hinged on me making a save, where Bubba used his chainsaw and somehow completely missed hitting me, only hitting the unhooked survivor (who had Borrowed Time from me), and we proceeded to escape right after that.
It was a complete fluke, I don't know how I didn't get hit.
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Compared to my survivor games over the past week, yes, killers are being unreasonably sweaty today. I don't understand it, you don't need to kill everyone to get your rewards as killer.
I'll probably swap to killer and let everyone go once I've got a decent BP score.
@PotatoPotahto said:
I'm getting pretty miserable games as a killer for the entire week, I only won a couple of games where survivors were moreless chill, but otherwise it is a sweatfest. So yeah, I'm trying to camp, tunnel and slug every game now, unless survivors are actually goofing around and not pop 3 gens for my furst down.
Thanks, you're perpetuating the cycle and being part of the problem.
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No votes for Bubba? He was basically an essential purchase for BBQ for about 5 years.
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Or how about we all stop being petty children and don't try to force punishments on other players for playing in a way they don't like?
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Didn't see it to start with, but they usually scale these community challenges all wrong. They're either far too easy, or virtually impossible, like last year when they had to halve the goal.
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@ReikoMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460973#Comment_3460973
They could just spawn all survivors and the killer in neutral zone boxes added to the edges of the maps or spawn the killer in the map directly and then spawn the survivors in a neutral zone box. That's a quick and dirty way to solve the problem of survivors just hopping on gens right out of spawns.
But then the killer would be able to tell exactly where the survivors have spawned (without a perk), they just go to the 'neutral zone', or the area without gens.
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@burt0r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460930#Comment_3460930
4 people swf is 15%, swf in general is closer to 50%.
And you think those partial SWFs want to hear crap from the randoms in their lobby? Nope
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Also; probably not 'viable' for most, but if you're 'lucky' enough to only have Tier 1 Whispers, then you have a 48m threshold. This would make it utterly foolproof. As soon as it lights up, step a couple meters away and blast.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460986#Comment_3460986
Maybe I did it in a wrong way - but asking killer to run away from survivors he's trying to catch is clearly throwing from my perspective. And sure enough - it doesn't mean you CAN'T EVER win such a game (no mither included). It means you need to deliberately do "stupid" things to win. But maybe if I went at it with distressing+double calm way, then maybe I could have played "normally" and eventually get it - so this might be debatable and an error on my part.
You don't have to run away from survivors. Survivors run away form you, and there's four of them, chances are at least one is already 'far away' from you at any given moment.
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@jesterkind said:
I don't think they really add all that many challenges that require you to throw the game, though.
Even the one you're describing is just... take protection hits and escape. Assuming you aren't just blindly running into the killer at all times, taking protection hits can be the opposite of throwing, it's a good thing to learn how and when to do effectively.
People have a bad habit of assuming that if a challenge requires you to play suboptimally (IE, cleanse totems or - more accurately as there are good totem perks - open chests), that automatically means the survivor in question is throwing the game for their challenge, when that's obviously not true on the face of it. That, or they assume that a challenge must be completed in as few attempts as possible instead of being an overall goal, and criticise the challenge on those flawed grounds.
There are a few, though. The Doctor one in this latest page is pretty rough, I think that one qualifies as needing you to throw the game.
The 'hit 5 survivors 48m away or more' one?
Not a chance, I get this in regular games. Double Calm add ons and Distressing gives you a 57m terror radius. One blast at the very start of the game will likely get you a couple right off the bat, then just using it normally throughout the match will likely get you the odd one here and there. Running BBQ as well will give you an indication when survivors are approximately 40-50m away which can help too. It might take a couple matches to get 5 in one game, but it doesn't require throwing whatsoever.
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My solution:
- Allow the 4% to be used in both hook states, not just first hook state.
- Only make it available when no survivors are standing. So all other survivors must be a mix of slugged/hooked/sacrificed, in order to make the action available.
This way it becomes a real 'hail mary' move, and not a convenient 'quit' option.
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You can't have 'gens evenly spaced' and 'survivors spawn away from gens' at the same time, there's simply not enough space on the maps, especially as bigger maps are worse for killers. If gen placement is balanced, then everyone is going to spawn somewhat near to a gen.
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Have you tried uninstalling and reinstalling the game?
An error that you're getting because your data files are corrupt, isn't a 'bug' in the general sense. There's nothing BHVR can do about it other than tell you to reinstall the game.
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@JarheadLLC said:
Easiest way to balance this game is make Comms base for all survivors. That way you can balance killers to SWF levels, and all is well. If a survivor chooses to screw up him and his teammates by muting chat, that's on them and sorry for your luck. Problem solved nice and easy. Took 2 minutes of critical thinking about how this game works.
The whole problem with the game is solo survivors, BHVR tries to balance around them and SWF which leaves killers in a non power role spot. SWFs are too strong, solo's are lost. You can't balance for both. So if you give all survivors map wide comms, you can balance for SWFs, which is the stronger of the two anyway. If you balance for SWFs, you can buff all killers considerable because they need to be much stronger to deal with 4 people on comms all the time.
Absolutely not. Making more SWFs doesn't solve the issue that those who do not use or do not want to use voice chat are disadvantaged.
If anything, making SWF more accessible and prevalent will just result in killer buffs, which would mean that survivors who do not want to use voice chat, will be even further disadvantaged.
Most people choose not to use voice comms intentionally. They don't want to be berated by 13 year olds trying out slurs for the first time, they don't want to have to listen to random players crappy music being blasted through their speakers, they don't want to be distracted by what other people are saying. Those who do use voice comms, choose to use voice comms with their friends, not with random players. Most survivors play solo, SWF accounts for somewhere around 10-15% of the playerbase. You'll be alienating 85% of survivors.
Your 2 minutes (if that) of thinking wasn't anywhere near critical enough.
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SoloQ is as bad as you make it. If you go into it feeling that you're getting screwed over every which way, then you'll have a miserable time.
Yes I'm still fighting my team mates half the time, it's usually their dumb plays that get me killed rather than something the killer is doing (unless it's MY dumb plays), but I've accepted that as part of the deal. I still have fun playing SoloQ, and I still escape a significant amount. It's been above 50% lately.
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I'd rather get another killer perk that has some kind of minor speed boost, than significantly nerf MFT. (I do think maybe MFT and Dark Theory should swap percentages though)
Would be much more beneficial to my killer builds at least.