Avatar

Seraphor

Seraphor

About

Username
Seraphor
Joined
Visits
9,011
Last Active

Comments

  • @CorvusCorax86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449824#Comment_3449824

    Or just a greater number of people play (including those you label weaker). If the number is greater then the bonus serves its purpose...

    By contrary to the purpose, I mean that it ends up being more beneficial to me to not play the role with the bonus, because I'm more likely to win if I don't. But this means I'm not filling the queue that's more in need, and I'm missing out on a BP bonus.

  • Not entirely sure about time of day, but role bonus definitely has negative correlation with my win rate. By which I mean, Killer bonus = more escapes as survivor, Survivor bonus = more kills as killer.

    This is obviously completely contrary to the purpose of those bonuses, but it implies the weaker players are following the BP.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449782#Comment_3449782

    Other actors that might fit primarily because of their prominence in horror genre while the direct licensed might be problematic

    Neve Campbell - We very likely won’t get a direct Scream license

    Sarah Michelle Gellar - I would love her character from I know what you did last summer, Buffy is unlikely as a survivor because her whole deal is being supernaturally strong and killing/fighting the monster directly

    Jamie-Lee Curtis - Didn’t get Laurie Strode in her likeness, but she is iconic in other horror media

    Tony Todd - if we don’t get Candyman, maybe it could work this way

    More or less agree. I think if Curtis would have been in the game it would have been as Laurie though, so that bridge has probably been burned already.

    Would take Todd if there's no hope of Candyman, but I'm not sure he's as big a name on his own, it's really his biggest role. Though I realise I've contradicted myself here with suggesting Trixie and Katya so, whatever!

    I think Todd, Curtis, Weaver and Geller all share the downside in being that they're known for well-known horror characters, and I think their inclusion would ultimately be seen as a settle for not getting their respective characters licences. So they may not want to do that.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449788#Comment_3449788

    We will learn details soon tho. I hope it is free content but i don't think it will be. If we get shards option for him, this will be very nice by BHVR.

    Unless Cage specifically wanted his character to be free (available for Cells and Shards) then we probably won't know.

    What's likely is either he's claiming royalties (so Cells only by default) or he's not, but BHVR want to make it Cells only anyway.

  • @Jarky said:

    I'm really looking forward to this. He was great during the presentation last night - and whilst I, personally, hope it doesn't become a 'trend' of actors being themselves in DBD, Nic Cage just 'makes sense'. I dunno why - it just does. I think it's that he's up for doing so many things.

    Now I just need us to get a killer that throws bees at you.

    I don't think it would work with just any celebrity. It needs to be someone who is generally universally liked, has a good sense of humour, either self-deprecating or ironic-egotism, and has some kind of link to horror in some way. Nick Cage fits that perfectly, and already has the "Nick Cage as Nick Cage" thing going.

    Other's that I think could potentially work are:

    Jeff Goldblum - similar sense of humour, horror ties with the Fly and I guess you could say Jurassic Park is a loose horror, and has the gravitas to pull off a "Jeff Goldblum as Jeff Goldblum" deal.

    Danny De Vito - light on the horror ties but great on the fan appeal and self-deprecating humour.

    Kevin Bacon - has the same sort of celebrity for the sake of being a celebrity presence as Cage and Goldblum.

    Sigourney Weaver - in the absence of any Alien chapter, it would be great to have her as a standalone survivor, obviously second choice to Ellen Ripley though.

    Terry Crews - definitely has the "Terry Crews as Terry Crews" vibe, fan of horror and in the Walking Dead universe.

    Uma Thurman - little harder to rationalise I admit, but I get the same vibes as Sigourney from her.

    Trixie/Katya - ok, maybe a little more contentious given Trixie is already a prominent DBDer and I understand not everyone's cup of tea (making a DBD streamer a character in the game could cause controversy) but she IS a celebrity within these circles so I can see it working, and is technically a character anyway. With Katya as a killer... it would be perfect.


    Not saying I'd want ALL of these in the game, that would be overkill, but any of them might work. Maybe it's because I've seen them all appear as cameos in some form or another!

  • You can pay £10 for about 5-6 cosmetic sets now, or you can wait 12-24 months and buy them for about £50. Yeah, the tome is such a bad deal...

  • @VirtuaTyKing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449273#Comment_3449273

    Hardly a nerf when they gutted gen defence at the same time.

    No that was the following patch, which also came with healing nerfs.

  • @Devil_hit11 said:

    wow in his trailer, he makes killer whiff an attack. what kind of endurance perk will he get?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449442#Comment_3449442

    that seems to be only thing that everyone curious about. I hope they make his injury sounds quiet unlike Ash who is too loud for killers to play.

    I'm sure it's just trailer magic, but it's got the theory crafting cogs moving.

    Celebrity Privilege: once per trial, press the action button to lose collision for 0.5/0.8/1 second, you become exhausted for the remainder of the trial.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449273#Comment_3449273

    me: “Killers getting buffed increases kill rates. Then the devs will nerf them to rebalance kill rates.”

    you: “that isn’t how it works. Killers getting buffed increases kill rates. Then killers get nerfed.”

    You said the same thing I did, just with a few unnecessary conjunctions. There’s no reason why a buff wouldn’t help whatever it’s strengthening. If it isn’t helping, it isn’t really a buff; it’s at best a lateral move. I feel like you were so eager to “ackhually” me you didn’t even comprehend what I wrote. Maybe you didn’t even read it at all.

    What you said reads more like "this is a buff, so it has to come with a nerf, at the same time".

    We won't know if it's a buff until it's at the very least, tested on the PTB, if not waiting for data from live kill rates. THEN we will know if it's a buff.

    Until then, it's all conjecture.

  • With all the issues of survivors killing themselves on the hook, do you really think a 'quick bleedout' feature is a good idea?

  • @EmmaFrostyEyes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449243#Comment_3449243

    You saying “just bring unbreakable” is a bad take. We are at the point where you shouldn’t need to bring perks to cover game flaws. Hate being tunneled? Just bring ds. Hate being camped? Just bring deliverance. Hate bring gen rushed immediately? Bring corrupt.

    basekit unbreakable was a terrible idea i agree with you there, but there needs to be something in the game that prevents you from just being left on the floor for 4 minutes.

    https://us.v-cdn.net/6030815/uploads/4FE12PV9IVWM/4fb738ba-fd3d-4f89-9d08-06ab90ec7037.jpeg

    Case and point.

    they are already looking at countering face camping and i hope they can find a way to help slow down the game for killers. I personally would love a second objective like to find part or to find a glyph to unblock a gen.

    Then what is the perk for?

    If you shouldn't have to rely on getting slugged to use Unbreakable, and you shouldn't have to use Unbreakable to deal with getting slugged, why does the perk even exist?

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449253#Comment_3449253

    Not to me personally, but it’s dishonest to pretend it isn’t a buff as it produces an advantage. For //all// killers. I believe killers should be buffed though because what that is going to do is increase kill rates. This’ll lead to subsequent nerfs, for killers, and buffs for survivors. Just like we’re seeing now. 🤷‍♀️ It’s like shooting your (plural) own self in the foot. The only one hurt in the end is you (plural).

    That's not how it works.

    IF it has a substantial effect on game balance, that will be reflected in the kill rates.

    IF the kill rates go up, THEN killers will get nerfed, and rightly so.

    They didn't immediately nerf survivors after the HUD actions update, they left it to see how much of an effect it had on game balance.

  • @thrawn3054 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449239#Comment_3449239

    My point is you can't say just bring X perk to counter this thing that may happen and call it a fix. That's not good game design.

    You don't have to. All survivors have the innate ability to help their team mates recover from the dying state.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449176#Comment_3449176

    I dislike the idea of nerfing Blight. When you have extremes like Nurse + Blight and, say Trapper on the ‘weaker’ end, it’s easier to find balance. It’ll always be somewhere in between. Plus Blight destroys mediocre survivors but pretty much every killer does; that’s why their kill rates are all 53%+. Blight is only really problematic for top-tier survivors so what would nerfing him really accomplish?

    So then don't nerf Blight? because a higher FoV isn't a problem?

  • What part of "working on it" do people not understand?

    It's not going to come back in the same form it was shown in that previous PTB. If it was, they wouldn't have to 'work on it'. Yet you're all still doomsaying about the same system being implemented.

    Basekit Unbreakable was scrapped due to community feedback. That same community feedback is what also decried the finisher mori system and caused them to go back to the drawing board with it. That same community feedback shouted that "basekit Cypress Mori" would be the best way to implement it.

    @Seraphor said:

    It likely wouldn't be the same conditions as before. The basekit Unbreakable was required because of the mori system, if it's no longer required, then it's a different system.

    It should be based on a Cypress Mori, have the finisher mori play (ideally as an option not automatically) when the last remaining survivor is downed, not when there are multiple survivors alive and on the ground.

    You could even have it only available when the survivor is downed as the last survivor. By which I mean, it's not available if the down occurs when there's still 2 survivors in the game, which would explicitly prevent 'slugging for the 4K' being compatible with it.

    @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449157#Comment_3449157

    I'm not sure why this is a mutually exclusive issue.

    'All their work' on the finisher mori can simply be activated by the same conditions as the Cypress Mori (maybe with the additional stipulation I mentioned above), and we get the best of both worlds.

    This would still be 'the finisher mori system'. So the fact that 'they're still working on the finisher mori system' shouldn't be a doomsday prophecy.


  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448977#Comment_3448977

    I personally think the HUD update was a buff for solo queue survivors. Your whataboutism aside, there is a reason nearly every Blight main runs Shadowborn, and it isn’t to deal with motion sickness. I expect a better argument from you, you normally have very balanced takes like Karu. Maybe you’re both off today for some reason.

    Then nerf Blight as well.

    Shadowborn works well on fast killers, because moving at that speed with a low FoV is very disorienting. Motion sickness or not, it's not fun. Does it increase Blight kill rates? Possibly, easier to play means easier to kill.

    If Shadowborn was truly a powerful perk, it would be reflected in general usage and kill rates. If it's only helping certain killers, then address those certain killers.

  • @thrawn3054 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448767#Comment_3448767

    It's impossible to bring perks to counter everything players don't like. If you could pick yourself up multiple times it would be too much but a single use version wouldn't have been bad.

    My suggestion at the time was to invert the activation conditions.

    Instead of all survivors having unbreakable and the mori activating when all survivors are in the dying state...

    When all survivors are in the dying state, it's possible to recover from the dying state. This would obviously then deactivate the moment one survivor picks themselves up. This would explicitly only allow one survivor to get up when all survivors are down, which means it's directly targeting "slugging for the 4K" and not slugging in any other scenario.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449153#Comment_3449153

    It was mostly meant as a joke.

    because… people are blaming survivors that are hiding or just running Distortion.

    I got the sarcasm at the end, and I meant it in the general sense, sorry if it came across like a personal dig.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449129#Comment_3449129

    This.

    The reason why they make this is most likely because they want people to experience Mori-Animations. (I personally dont care about Moris at all. I watch them one time, think "huh. neat." and than I dont even pay attention anymore when I get morid)

    Because since Moris are not OP anymore, almost nobody is using them. But they create those animations and want people to experience it, what I totally get. But it would be enough to make the Cypress Mori basekit and it does not need anything more.

    All their work on the Finisher Mori (and all around it) is just a huge waste of time nobody asked for with a far easier solution for their intention.

    I'm not sure why this is a mutually exclusive issue.

    'All their work' on the finisher mori can simply be activated by the same conditions as the Cypress Mori (maybe with the additional stipulation I mentioned above), and we get the best of both worlds.

    This would still be 'the finisher mori system'. So the fact that 'they're still working on the finisher mori system' shouldn't be a doomsday prophecy.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449144#Comment_3449144

    do you not know what happens to you as a survivor player in end-game-chat if you even think about hiding in this horror game with very obvious hide-and-seek elements?

    Nothing because I'm on console. Turn chat off. It's not like the other survivors aren't doing exactly the same thing.

    Or are we going to blame the killer again when the real issue is other survivors?

  • If you saw the Distortion icon light up and lose a stack immediately, why didnt you hide and let the killer find the other survivor instead?

  • It likely wouldn't be the same conditions as before. The basekit Unbreakable was required because of the mori system, if it's no longer required, then it's a different system.

    It should be based on a Cypress Mori, have the finisher mori play (ideally as an option not automatically) when the last remaining survivor is downed, not when there are multiple survivors alive and on the ground.

    You could even have it only available when the survivor is downed as the last survivor. By which I mean, it's not available if the down occurs when there's still 2 survivors in the game, which would explicitly prevent 'slugging for the 4K' being compatible with it.

  • @betelgeuseyes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448771#Comment_3448771

    I understand that, it has been discussed and I've addressed it. You don't understand. Good or bad survivors, makes no difference. Slugging for bleedout works at all levels. The fact it's even possible is bad enough. It doesn't matter if it's against the toughest survivors or the weakest.

    You keep demonstrating that you don't understand it.

    If survivors die by any means, the killers MMR should go up. It's been explained why, it can't be explained in any simpler terms.

    Your insistence that killers don't deserve to gain MMR for bleeding out survivors shows that you still consider it to be a reward.

  • Excellent news

  • Personally, I don't think Drones should be disabled over hooks. It's not exactly an uncounterable situation, you can either run in and rescue faster than the Drone can expose you, or you can disable the Drone first and then rescue immediately after. The only way it could be 'abused' by the SM is via the 'free Insidious' effect it would give her. Even then, she won't necessarily be able to one-hit down you (so still much better than Bubba) and with the new anti-camping mechanics due to be tested, would be shooting herself in the foot anyway.

    This would give her more viable ways to express her power, dividing her attention between gens and hooks, so 3 gens would be a less all-consuming aspect of her playstyle.

    Also, disabling the drone before you rescue your team mate would serve as a decent anti-tunnelling mechanic, as she would be directed to the survivor who performed the rescue rather than the one who was rescued.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448581#Comment_3448581

    I don't consider the tracking and haste to be 'half' of her kit because they only occur when survivors interact with drones or are in an active drone area.

    If SM places the drones at the corner of the map, or never drops them at all, the haste and tracking can never activate. You can only gain those benefits from 'good' drone placement...

    Which again, 'good' drone placement requires covering specific objectives like totems or gens. So we're back to the same map coverage problem again.

    Now I do think it would be interesting to have her power do something else, like maybe a much shorter drone area, but the drone is only active for a short time, and will follow the survivor that crosses it's vision. That leans into the tracking aspect, and chase assistance, without being a lockdown ability. But even that's a decent sized overhaul/rework to her kit.

    This is like saying Corrupt Purge isn't 'half' of The Plague's kit, because survivors could not cleanse or Plague could not use Vile Purge.

    They function in a similar way in that survivors interacting with their power provide a 'compensatory' effect to the killer. If you're playing the killer well, you're using their power, and if you're playing survivor well, you're countering and interacting with that power.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448604#Comment_3448604

    It literally is, yes. When talking about the core design of Leatherface, and what problems his core design has, it is absolutely appropriate to take facecamping off the table because it's a problem that exists outside of him and is not inherent to his core design. It doesn't mean his facecamping issue doesn't exist, it obviously does, but you wouldn't say that Bubba is a lost cause and the game would be better off if he were deleted because of it - and if you did see multiple people saying that, it'd be appropriate to try and start a dialogue with that taken out of the equation to better understand if those people had a point.

    I appreciate your runwdown. I've mentioned a few things I disagree with there already, but I am legitimately happy to hear the arguments in more depth, even if I think they're wrong.

    I do disagree that makes her a 'write off'. I edited my post to expand my argument, and I only used 'unsalvageable' in quotes as that's the term you used. I would say 'difficult to balance' is a perfectly fine description. She's perfectly serviceable IF players don't 3 gen, just as Bubba is perfectly serviceable IF they don't camp. But I do think 'not 3 genning' as SM is much less likely.

  • That's like saying "don't mention camping!" when discussing ways to improve Bubba.

    Skull Merchant's power is perfectly suited for defending 3 gens. You can't place drones over hooks, so gens are they only viable use for them. This means that optimising her playstyle means optimising your gen defence, which means targeting and establishing 3 gen set ups.

    To not 3 gen as Skull Merchant would be to not look for cover as Ghostface, or to avoid open areas as Huntress.

    Now 3-genning is an entirely valid killer tactic, it's a way to outplay your opponent, but Skull Merchant is simply so good at it as to become oppressive, just like Bubba is with camping. What makes her 'unsalvageable' is that the only way to nerf this aspect of her, would mean a general nerf to her power overall. Bubba at least could be salvaged by having a 'proximity to the hook' debuff or disabling of his power, but you can't simply nerf her drones when they're 'close to a gen' because that's the entire purpose of her power, she becomes useless if you can't place drones over gens.

  • I'm fairly sure this is all inconsequential anyway. We're going to have multiple weeks of this, so do you really think we're getting, what 4? weeks of Double XP? No, This first week will be Double XP (if it wins), then the next week will be a vote on the remaining choices, and so on, until we have a week of each of them.

    Either way, we're going to have a week of Double XP, and a week of Double Rift Fragments, etc. at some point over the anniversary period.

  • @James4125 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448405#Comment_3448405

    I know. I'm one of them (or was until they reworked it) but that doesn't automatically mean that the map is suddenly popular does it?

    Sometimes I feel like I'm one of the very few who actually enjoy this game.

    So many complaints about basic elements of the game makes me wonder why most people even bother playing a game they detest so much.

    I have my least favourite maps, I would never refuse to play on any of them.

  • @James4125 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448004#Comment_3448004

    Nor exactly. See if you're playing a game that shows your skill based rank that's you saying "yeah I'M that good and you better be prepared for someone of my caliber". That's an accomplishment.

    In the case of something like DbDs visual ranks its more of a "I'm this experienced" doesn't prove you're good. Doesn't mean you're bad. Not so much of an accomplishment but it shows you are experienced.

    Now in game achievements on the other hand? For every LASO there's a press start at the main menu "achievement". For every finish with a perfect score there's a die once "achievement" and more specifically where DbD is concerned for every master X killer/survivors adept achievement there's a ruin the game for the other players achievement.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448013#Comment_3448013

    We're it that straightforward I'd agree with you. But the problem lies when those achievements are simply not fun to achieve. Going for the RPD achievement encourages sending yourself and 4 others to a highly unpopular map (that the achievement hunter very likely also dislikes thus ruining the match for themselves also) then potentially screwing over your entire team for a miniscule amount of happiness.

    I like the concept of achievements when they are actual achievements. When it's just grind menial task and feel frustrated while doing so those achievements should be changed or removed.

    Some of us actually like RPD.

  • @betelgeuseyes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448396#Comment_3448396

    Then don't have the killer go up MMR for bleedout, just keep it as is.

    So killers can maintain their low MMR by bleeding out survivors? So they get to bully survivors while not having to worry about their MMR?

    Why are you concerned about the killers MMR anyway? It Is Not A Reward System.

    When/If you eventually understand that, you won't give a crap about other peoples MMR.

    Pips/Grades IS the reward system, and if they bleedout instead of sacrificing survivors, then they get less pip progress. That's the punishment you're asking for.

  • @betelgeuseyes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448339#Comment_3448339

    Precisely. Bleeding survivors out isn't succeeding. Sacrificing them IS.

    It absolutely is. The survivors are losing out. You don't want killers to kill survivors in any way being 'rewarded' for it by going down in MMR to get easier games. Otherwise you'll get an epidemic of bleed out smurfs.

  • It's not supposed to be a reward system. You seem to want it to reward 'healthy' gameplay. That's not the point. It's supposed to separate players who succeed from those who don't, and if according to you, bleeding out survivors is such an easy way to succeed, then that should push killers higher to a point where it's not. It's the entire reason why matchmaking was disconnected from Ranks/Grades, which IS a reward system.

  • @betelgeuseyes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448332#Comment_3448332

    Then just bleed out survivors consistently over multiple games. It's not difficult at all.

    I'm at iridescent 1, I can't go higher. If I'm bored I can bleed out for like a week and then stop, play properly to grade back up if I wanted to.

    Why they base MMR on "dying by any means" is silly. At least sacrifice, Mori whatever. Bleed out is the simplest way to kill and also the worst.

    I don't think you understand the purpose of MMR.

    It is not a reward system.

  • I'm not sure if I can make it any simpler than this, but:

    If killers are killing survivors in any way, if they're preventing survivors from escaping, in any way, their MMR should go UP. Because their games are clearly too easy for them as a killer. They need to go up, so that they face more competent survivors, and get harder matches. Rewarding killers who employ cheap tactics with weaker survivors goes against everything MMR is supposed to be for.

  • @betelgeuseyes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448321#Comment_3448321

    Yes. You should have to sacrifice them on the hook. That's what the game wants you to do. That's the objective.

    Then please re-read my previous post.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448248#Comment_3448248

    While this is true, it is still stupid that you lose MMR when you die but the rest of your team escapes. Yesterday I was tunneled the whole game by a Doctor, I was the only one being hooked and dead after three Hooks, everyone else managed to escape. So I managed to occupy him for 5 Gens and still I am the one losing MMR, because apparently I am too bad at the game and holding M1 on a Gen would have been the more skillful play.

    (Yes, I know that they changed it that you lose less MMR when your team is doing well overall, but I dont think that with a 3 man-escape the Survivor who died lose MMR at all...)

    MMR is designed to measure the course of multiple games, not just one. Individual games don't have much of an effect, it's averages that matter. This is how it's supposed to be a measure of 'skill', if you're highly skilled you will escape/kill more often than you don't. And that's why the scaling system for team mates that escape was added. When you escape you will gain more MMR than you lose when you don't, if other survivors escape.

  • @betelgeuseyes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448317#Comment_3448317

    No. Killers MMR goes UP for zero hooks and just bleeding out. Survivors go DOWN. the reward for the killer is being able to do this on better survivors, pushing them down to Vs worse killers =trolling + boring games for survivors + harder games for worse killers. This messes up the whole point of MMR.

    ... you just said you think MMR should NOT go up for bleeding out.

  • @betelgeuseyes said:

    Too right I block the hook to save my teammates. I'm also iridescent 1 with killers.

    Don't make this about me. If you don't hook your grade goes down but your MMR goes up if they simply bleed out without hooking. It goes against the game rules and rewards slugging if you don't care about points or grades and just want to keep survivors from playing good killers. The MMR system is just broken then.

    MMR would be broken IF this was true.

    Killers could still bleed everyone out (if it's so easy) and then EVERYONE's MMR goes down, which means they could harrass new players like this.

    Again: MMR IS NOT A REWARD. If anything, it is a punishment for trying too hard.

  • @betelgeuseyes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448306#Comment_3448306

    Dude, a killer is going to make sure a survivor trying to save a downed survivor gets downed too. By trying to hook them, they can bodyblock, sabo the hook, blind you with flashlights etc.

    Any killer can down all four and bleed them out easier than sacrificing them and that is much easier than doing five gens and a gate.

    It's really not. How about you play killer sometime?

    The only time this works is when survivors play like complete tools and rush the killer, thinking they're invincible with their flashlights ready. This sounds like your playstyle with suggestions of bodyblocking the hook, which might explain why you think it's so easy, you keep giving the killer free downs.

  • @betelgeuseyes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448298#Comment_3448298

    By putting a survivor on hook there's a chance they can free themselves. By leaving them slugged, they have to have unbreakable or soul guard. If you hook them there's more chance of them being freed. By letting them bleed out there's less chance of them surviving.

    The whole point is to sacrifice survivors on hooks. But this MMR rewards killers for no hooks at all. It is quite easy to bleed out survivors especially with perks.

    Nobody frees themselves from the hook without Deliverance. Self unhook has a 4% chance to succeed, so nobody does it until it's too late, and 96% of the time they kill themselves in the process. It's certainly not something killers worry about, and on the rare occasion it succeeds, the survivor is likely still going to end up dead anyway because it only happens in a dire situation.

    It's really not easier to kill all survivors by bleeding them out. It only works with a select few builds, namely Sadako's Condemned build in which she eliminates survivors through her Stare, or Nurse/Blight who can down survivors quick enough to keep up the pressure required. Any other killer (and even with Nurse/Blight depending on how the survivors play) will struggle to keep all survivors down, you slug one, and someone else will pick them up.

    This is also all completely besides the point. MMR is not a reward. You do not gain anything from being at a higher MMR, not even bragging rights, because there's no way to determine what MMR you're at. All you're doing is making it more likely to be paired with sweatier players who camp/tunnel, and cheaters, because cheaters dominate the top MMR bracket.

    So no, it's not 'unfair', because the premise is faulty. It's not easier and there's no reward anyway.

  • @betelgeuseyes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448248#Comment_3448248

    I wasn't sure about that, thanks for clarifying.

    My point is, in order to escape, 5 gens and a gate needs to get done aswell as survive the killer and their powers.

    All the killer needs to do is down them. Not even hook them.

    And you guys think that's fair?

    The killer needs to kill them, whether that's by hooking or bleeding out doesn't make much difference. It's not exactly easy to down all four survivors at once, it's no easier than hooking all survivors at once. If a survivor can be rescued from a hook, they can be rescued from the dying state too. It takes 2 minutes to die on hook, and 4 minutes to bleed out on the ground. So relying on survivors to die on the ground is a much bigger gamble than hooking them, they get twice the time to be rescued (or pick themselves up with any of the various perks for recovering from the dying state) and if they are, you've made no progress at all. On the other hand, if you CAN manage to down all survivors at once, then hooking them all at once isn't a problem either, so it's still the same outcome.

  • What do you mean "all survivors have to escape"?

    Killer MMR scales depend on how many survivors die/escape. A 2K is roughly neutral.

    Survivor MMR is individual, if YOU escape, it goes up, if YOU die, it goes down.

  • @Bartlaus said:

    Buffing Pig is a massive mistake. It's almost impossible to stop her right now.

    Anyway, most of the changes are small tweaks.

    I'm 99% sure this is a joke, but I'm unironically having great success as a stealth Pig with faster crouch movement/transition speed add ons. Scoring a lot of ambush hits due to the fact that you don't slow down much at all when you prepare it.

  • The Game is pallet central, perfect for stuns and flashlight blinds, and easy to drag out a chase.

    RPD is great for Boons or area effects (like wiretap mentioned), and a lot of killers find it difficult to navigate. Bit of a gamble though as some killers thrive.

    Lerys has the same effect, some killers suck on this map. But I don't see a compelling reason to use this offering over other survivor sided maps, and I can't say I see survivors playing it much if at all myself.

  • Toolboxes themselves have ben nerfed enough. BNP's however could stand to see some changes. At the very least, they shouldn't continue to work after you've let go of the gen. Being able to pop a BNP as the killer comes, let go, and then have the gen complete itself 15 seconds later seems broken.

  • @Beatricks said:

    I usually don't, it's very boring and really embarrassing if you mess it up. I just leave and let them have a nice experience.

    This is usually the case for me too. If it's 2 other survivors left I might risk it, but 3 doesn't give me much of a chance. That's two survivors to bait hits while the third makes the save and/or bodyblocks on the way back to the gate.

    If you're facecamping with three other survivors that have nothing left to do but run out of an open gate, then they have the upper hand. You're better off moving away and catching one of them in a deadzone, than facing them where they expect to get hit.

  • @JustWhimsical said:

    There just aren't a lot of good decent killer perks anymore, bbq isn't the greatest because it gets easily countered by distortion once people start running distortion more you will see it die away, because distortion is overtuned against non-stealth killers. Very hard not to deny aura reading killers information with little to no effort. It's one of the reasons why I stopped using aura reading and just started using slowdown because aura reading is good when it works, but has many counters.

    The reason BBQ was used so much is flat out because it gave bp with a decent effect now that it doesn't do that anymore it's just a fact that it wouldn't be a good pick. It's being used more rn because there just aren't many options after slowdown was nerfed so people chose BBQ because when it works it helps to make some chases faster or just give decent information. I don't really know why you made this post in the first place cause BBQ has always been a well-rounded perk, it just wasn't used that much because there were clear winners in the killer perk meta after the nerf to bp gain.

    It's the same thing with distortion really, people called distortion bad just because aura reading wasn't used as much as slowdown so now that aura reading is being used more distortion is being used more and distortion will just make aura reading not used as much self-balancing in a way, it's just the way it goes.

    You're right about Distortion. Back when BBQ was meta, I wouldn't ever run Distortion, because BBQ was the only aura perk you really encountered with any regularity (maybe Nurses Calling now and then), and BBQ could be countered so easily by getting in a locker or hiding behind a generator.

    Now though, with Lethal being more common and a range of aura perks in the mix, particularly Nowhere To Hide, it's harder to counter them reliably so Distortion has much more value.

  • For killers: try out new builds, maybe some meme builds, killers you don't usually play.

    For survivor: try with friends, find new friends, whatever you need to do to get there. Playing solo is always going to be what it is, and either it's fun for you or it's not. With SWF, you bring your fun through social interaction.

    For either: not saying you are, but; don't get triggered when you lose, learn to take a loss in your stride.

    If you're really sat there staring at the lobby not feeling it, play something else. Take a break and come back when the funk has cleared and it'll feel a bit fresher. There's a lot of great games out/coming out this spring/summer, or try Meet Your Maker.

1 … 47 48 49 50 51 … 171