Seraphor
Seraphor
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- Seraphor
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@BougieBlackChick said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447332#Comment_3447332
And people on the steam forums are complaining about it as well.
Then maybe Steam is the problem
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Can't say I've experienced any crashes in a while. Might just be you.
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446976#Comment_3446976
Well, countering camping was the role of Reassurance and it's also behind a paywall. And I agree. Strong perks/counters should not be hidden behind a paywall. That is bullshit and makes the game pay to win even if at some point they are added to the Shrine, you don't know when that will be.
Camaraderie is the free to play version.
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I honestly don't mind Garden of Joy as a killer, but I hate everything about Borgo.
I tend to play Stealth killers, or Dredge/Doctor/Plague, so that could be why. Stealth killers work fairly well on Garden, but there is virtually no coverage on Borgo at all. Meanwhile the latter three are essentially map-controlling killers in one way or another, and Borgo's immense size and the ability to see the killer coming a mile off with a myriad of pallets to choose from means holding W is king.
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@hailxsatanxeveryxday said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446920#Comment_3446920
Pig is a very different animal than Ghostface or Myers. People say that she's a D-tier killer because she has no chase power, but she has built-in slowdown and can afford to run information perks (and therefore benefit from them more).
And that's the thing: information builds are extremely deadly on killers that can make good use of them. I've actually done some experimenting with them lately, and my best Plague build is three info perks plus Bamboozle - no slowdown required, and I win almost every game - but Plague has a ranged attack and all four survivors are running around broken for most of the game.
Myers and Ghostface can't give survivors extra objectives or deter people from rushing gens the way Pig can. If survivors are on gens against those types of killers, they're on gens, and every info perk you run is one slowdown perk you lose out on, which was fine when there was more than one decent slowdown perk in the game.
I'm going to have to disagree with you there: If you're running Ghostface or Myers especially, and all-info build is a great way to lose every match. All the information in the world doesn't help you if the gens are done by the time you've gotten a single kill.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446933#Comment_3446933
You're probably just going up in MMR.
I think I found a place in my survivor MMR where I wasn't moving up or down, and suddenly it feels like everything on survivor got much easier out of nowhere.
I wasn't speaking theoretically. I have great success using an all info build on Ghostface too, and a 'mostly info' build on Myers. (and don't forget Mirror Myers, who sacrifices his power for info)
They can both cut chases in half with their power, bypassing the injured state and endurance effects, that saves you up to 50% of the time you would spend chasing instead of pressuring gens. That's slowdown.
If you know what gens are being worked on, you can pressure them and slow them down. If you know where survivors are hiding, you can down them quicker. On Ghostface in particular, if you know where survivors are, you can avoid being spotted, avoid being revealed, and get a great deal of stalk progress before your cover is blown. All of this gives you a time advantage against genrushing in any form.
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Limited sample size, but not really:
Played 8 games with Pig yesterday, 'all auras' build using brown crouching add ons with Lethal Pursuer, Nowhere to Hide, I'm All Ears and either BBQ or Darkness revealed.
7 of those games involved a survivor map offering, at least a couple were SWF and one was a last second switch to four flashlights. Those 7 games resulted in either a 4K or a 3K + hatch. The one game without a map offering, Springwood, 1K, likely a SWF but no flashlights.
This pattern is more or less reflective of all of my Pig games.
Points I'm trying to make here: If you don't stick to the 'meta' and explore other builds, you can come up with some really effective strategies. Info is incredibly underrated, particularly on stealth killers (so Ghostface and Myers also benefit form this build) and Pig's innate slowdown more than makes up for any regression. Map offerings are largely inconsequential, you can still outplay survivors on a survivor sided map, and you're just as likely to get a survivor sided map without an offering.
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@gnehehe said:
Lots of arguments that minor the impact of casual/comp queues are ok and pretty logic. Indeed, some sweaty players would still go to the casual game mode for theoretically easier games
However, casual/comp queues would impact a non negligible part of the sweaty player base : all these streamers playing for win-streaks (usually with strong killers + strong add-ons + nasty gameplay at 5gens) will have to go to comp queues
Otherwise, their famous results would simply be null and void: no one could brag about win-streaks being done in casual queues 😅
I think the problem here is assuming the 'streamers trying for win streaks' are a significant portion of the playerbase.
I'd be more inclined to believe that the vast majority of sweats are regular players getting their rocks off on bullying weaker opponents, or alternatively, just regular players trying to complete their dailies/challenges and being interpreted as sweats by their opponents.
Again, unless the rewards for 'competitive mode' are so great that you entice these players over to it, you're not going to change anyone's behaviours, and if the rewards were that great, you then have a vast portion of the playerbase who feel 'left out' and will want to play comp anyway, just for the rewards, especially if there's FOMO involved. If this happens, then you have a large 'casual' component to 'competitive mode', accompanied by a whole host of complaints about 'balance in comp mode', and the game balance will end up being torn in yet another dimension of whether it's being balanced for casual or comp. Forget killer sided and survivor sided, now you'll have casual sided and comp sided to add to the mix too. "Why do the devs neglect casual mode so much!?" and "Comp needs to be balanced perfectly this is unacceptable for a competitive game!!" will be week one complaints, and week 300 complaints, and every week in between.
The only way a real competitive mode would work, is to emulate tournament conditions:
- Stringent restrictions, likely involving; no iridescent add ons, one of each perk per survivor team, no map offerings or no offerings at all. Maybe even killer bans, map bans, add on bans, and perk bans. After all, you can't claim it's competitive unless it's balanced perfectly.
- No rewards baring the ranking reward; so no daily ritual or challenge progress (this would interfere with the competitive nature of the game), no BP bonuses, maybe even no BP at all, and maybe no EXP. You want people playing to compete, trying their hardest to win, not to grind currencies or completing challenges that throw the game.
- Any DC would have to nullify the game, so one survivor DCing ends the game for everyone, otherwise you skew the balance of that match, the outcome, and the ranking results. Likewise, 'killing yourself on hook' would need to be prevented as well.
- A true ranking system, that updates in real-time according to your place in relation to other players. If it's just a grinding system like the current grades, then it just becomes a measure of time spent playing, not skill or performance.
1 and 2 are already available via custom games, and 4 would only serve a tiny minority of players.
This could all be replicated today by a discord server.
The only real solution is to not get triggered when you lose a game. I'm speaking from experience, it does wonders for your mental health. Learn to handle failure, learn good sportsmanship.
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It can take some getting used to, and I still whiff on a good 360 now and then, but all 'melee' killers are fine on console. Ranged killers on the other hand...
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I know at the time, I said I would never use BBQ again. Because at that time, Lethal did not buff other aura perks, and Pain Res gave you information after a hook that you could capitalise on. Pain Res beat out BBQ in every way possible without the necessary bloodpoint bonus, it always told you the gen that was being worked on, couldn't be mitigated by Distortion or hiding in a locker, etc.
Turns out I don't use Pain Res because that lost it's info entirely, but I still don't use BBQ anymore outside of my meme "all auras" build, and even then I could swap it for Darkness Revealed or something like that.
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@InvadeGames said:
face camping is incredibly rare and its weird that the community is obsessed with something that almost never happens. ive played thousands of games of survivor probably and less than 1 percent has face camping. Im not playing in a different world than everyone else. Sure bubbas camp more than other killers but they also arent a killer you face all that often.
Everything gets exaggerated an incredible amount here, camping, tunneling, gen rushing doesnt happen even remotely to the degree everyone claims it does and I think the devs know this.
Survivors tend to exaggerate what the killer is doing. If the killer hit them twice in a row, or they saw the killer twice within a minute, they're being tunnelled. If the killer came back to the hook 45 seconds later, they're camping, etc.
But I wouldn't say actual camping is 'incredibly rare' though. I experience it about every 10 games as a survivor. 10% might be uncommon, but not rare.
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@LichQueen said:
I still think it's funny that they think a DC penalty actually does anything, if I DC, get the penalty, I'll just do something else. I don't need to play this game, however, BHVR needs people to play this game.
Just a funny thought.
BHVR needs people to want to play this game, which won't happen if there's a DC in every match.
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@Cyn0_0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446126#Comment_3446126
The comment is still accurate, at this point it's closer to gatekeeping.
Let's change perspective. The dev's made a port of this game for Switch, Switch does not have an ethernet cable plug in, only a usb, meaning the only way to hardwire is with an ethernet to usb adapter, which does not provide the same quality connection as direct line. This inevitably leads to comparatively poor connection quality. With those factors are you also saying that players on Switch just should not be playing? Or more generally, anyone who only has a wifi option available?
Wireless connections are still more than adequate and will not cause regular disconnects, I use wifi for my PS5 and I haven't disconnected from the game in months if not years. The level of 'connection issues' we're talking here is extreme. Hell the game allows for up to 300 ping before it even warns you that you have an issue, without preventing you from playing, despite the effect this has on the game.
This is more like "I don't own a PC or a games console but I want to run DBD on my Nokia 3310 and it's gatekeeping if you don't let me."
If you don't have the infrastructure to play an online game, then you can't play an online game.
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"Allows the killer to accelerate the camping process"
No it doesn't, it makes it take longer.
The survivor can wait until the last possible moment to unhook themselves, get hit immediately and trigger endurance (or not and waste at least 10 seconds of the killers time) forcing the killer into another chase until they can down them and get them back on the hook.
This can happen twice per survivor, greatly extending how long it takes to eliminate one survivor through facecamping.
The killer can still choose to camp, and can still successfully eliminate a survivor, but that's the point. It doesn't remove killer agency by preventing them from employing this valid tactic, but it does make it more costly, and less viable if you want multiple kills. It also gives the camped survivor some player agency, instead of hanging passively for 120 seconds, they can actively waste the killers time.
In every possible scenario, it will be more beneficial for a survivor to unhook themselves right before they transition a hook stage, than to stay on that hook through the transition. And survivors love 'stickin it' to 'toxic' killers, usually it's DCing before a hook, but now this'll be a new active tool they can use to do that, and net them more BP in the process.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445485#Comment_3445485
There are things they could try though. Casual could be a mode for example where you get 15 points to spend on perks and perks are ranked based on powerful they are from 5 points down to 1. This should in theory lead to more perk variety and less reliance on a meta. And people who cling to their meta build would have to play ranked mode.
I also think you underestimate how competitive some of the people who play this game are. If a ranked mode had specific rewards tied to it that were enticing enough for players who really wanted it then it would be fine and would see a lot of matches. Other players could dip their toe into the water, see if it’s too sweaty for them and then just dip back out to casual. The casual mode rewards could stay the same, the ranked mode ones would obviously need to be improved to give enough incentive to the sweats but it is feasible.
I refer back to my second paragraph.
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Do you think the sweaty players will choose the "competitive" queue, where they'll have a fair chance of winning? Or will they choose the "casual" queue, where they can still sweat and win significantly more often?
Do you think players in general will choose the queue with rewards or the queue without rewards?
There's only two ways this can go. Either the reward system between the two options is different enough that everyone plays competitive. Or it's not, so everyone plays casual.
Then we're back to square one, with a redundant game mode that no one plays, because the queues never fill, because no one plays it.
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@illNicola said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444410#Comment_3444410
Ok, you didn't understand a thing of what I said. They nerfed 3 gen regression? Bro count well how many they have nerfed.
Healing and regression aren't the same thing. If you compared the healing nerf with Thana nerf I would agree, but since healing and regression are different I can't agree with this. If you let survivors rush their objective, without giving the killer ANY defence, how in the hell this is balanced?
You can nerf all healing, but if survivors can genrush the game is still unbalanced
They nerfed Pain Res, Call of Brine, and Overcharge.
Three.
If you mean further back than the last patch, we're getting complicated, because a ton of things have been buffed and nerfed, and added, over the course of the past several years.
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@illNicola said:
Yes, it's possible. Like @Seraphor said, on a micro level maybe is impossible, but on a macro level is highly possible. The most important thing is: buff and nerf things with the same soul on both sides. Now bhvr has nerfed all gen regression, without nerfing gen progression, so now the game is unbalanced since gens can fly and killers have nothing to defend them.
It's simple to balance an asymmetrical, simply you need to balance things with the same soul on both sides to prevent one of the two sides from subduing the other without difficulty, making their objective fly without the other side having equal defenses (or in the case of dbd I dare say superior since it is a 4vs1)
They nerfed healing the same time they nerfed regression. Healing and regression are counterparts, they each undo the partial progress of your opponents main objective.
In fact they nerfed all healing, while they only nerfed three regression perks. Three regression perks I never used anyway.
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It's impossible to balance an asymmetrical game on a micro level, in any individual game, it can definitely be balanced on a macro level, so that over the course of multiple games, players get an even experience. This is what happens when the devs try to balance according to average kill rates, and the fact that changes to the game effect those kill rates shows it's working towards overall balance.
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@IWasLeft2Die said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444252#Comment_3444252
They really are way too conservative on giving these out lol
Is it surprising? This is a currency that can buy mostly the same things you buy with Auric Cells. Giving out Iri Shards means making less money.
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It's one of the most balanced maps in the game, but like all cases of 'balance' in this game, it's not because it can 'go either way' in any scenario, but because circumstances will skew it heavily to one side or the other.
It's easy to 3-gen, if survivors are careless.
Defending the main building will likely lose you multiple gens.
Leaving the saloon gen to last will likely make it impossible to defend the last three gens... unless you have a lucky 3-gen right by the saloon and you have Jolt.
So it can seem 'unfair' if a key play skews the game in your opponents favour, but in a way, it's better at rewarding skillful plays than most other maps.
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@Anti051 said:
They need to pick one, make balance revisions to it, then delete the other 4.
One of my biggest gripes with the most recent maps, is that they're all one single map in a given realm.
This gives their respective offerings far more power, because there's no variation in the result of using them. Burning the Garden of Joy offering will always take you to a survivor sided map.
Badham is good for having multiple versions. However those different versions need to be changed, to provide greater variety between them, and introduce some of them being killer sided, and some of them being survivor sided.
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BHVR will BHVR
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@hastarkis said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3442139#Comment_3442139
Yeah, accolades give nothing valuable outside of prestige points. I have lot of p10 bases with 2-3-and even 40 thousands of extra prestige points. What for? I can have nothing extra (on less creative outposts) with exactly same result. It would be great to be able to pay additional points to save synth or convert all extra points into resources.
I think it's fairly clear they panicked at the falling player count and decided to throw buckets of prestige points and synthite at players to keep them playing.
Unfortunately, the opposite happened.
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I'd agree with lowering the cost of Impalers, and increasing the cost of plasma Sentinels. And I'd like it if you could add more guards in exchange for fewer traps, but I expect it's a performance issue.
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Thanatophobia would have been fine being nerfed to 4% per survivor for 16% total. Would have accounted for the shadowbuff caused by gen time increases, and would still be more effective than it is now.
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@Warlord1981NL said:
Completely unrestricted letters, words, sentences are the way to go. The game is rated 16+ and there is as such no reason to not allow for it despite what less savory figures might write. Grow up and deal with it.
Even if players are adults, they shouldn't have to put up with racial or homophobic slurs plastered all over the game. The ones who should grow up are those who would do that, they won't, so they end up being treated as the adult babies they are and censored.
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I'm sorry. I generally make fairly easy outposts, intentionally, because I like building concepts, not death machines. But they invariably end up in Brutal, because the difficulty calculator is #########.
Not that you would have raided any of mine, because they have NO RAIDS.
Game is dead.
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@Seraphor said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3435092#Comment_3435092
No thanks I like to enjoy my games. I build outposts I find interesting.
If/when I get this jaded I'd just stop playing instead.
Well, I'm gonna stick by my word. I'm done with this game. It only took three days.
Two days in a row, absolutely ZERO raids on my outposts, because no one is raiding anymore.
I have a P6 outpost with a grand total of 14 raids, and a P7 with a grand total of 16. But with two days with no raids, that was effectively the count at P4 and P5 respectively. What's the point?
The difficulty calculator is out of whack so even the easiest of outposts end up in Brutal, and now Synthite gains are so high there's no point in raiding.
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And again.
Loaded into a Dangerous outpost. Hit Prestige. No other actions. Now it's Brutal.
I am constantly removing traps from my outposts to keep them in Dangerous, reducing the actual difficulty in doing so.
This is insane.
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Flamer: A guard with short stature, similar size to Enforcers, but when Plated is almost fully covered, similar to Cannonbacks. Instead of firing a bomb, sets a single jet of fire that reaches as far as an Incinerator. Flame stream has slight tracking capabilities but is very slow, like Hornets homing shots.
Along with this, the fireproof augment that Warmongers recently got would be rolled out to all guard types to protect against this.
Pulser: A flying guard with limited speed, that uses levitation/gravity rings, and almost resembles an uncaged Plasma Sentinel. When aggro'd, tracks to the location of the Custodian and when within range sets off electrical pulses in 2 second bursts, with a radius of about 2 blocks. Getting hit with two pulses back to back results in death. This essentially sets up mobile area denial similar to Plasma Cloud.
Kamikaze: When aggro'd grappels onto the Custodian and flies towards them at a great speed. Triggers self destruct automatically when in blast range. (actual Self Destruct augment disables the auto-self destruct and doesn't trigger self-destruct until the custodian kills it instead)
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@MarylinMonhoe said:
You mean Scratched mirror Michael ?
You mean every killer under undetectable status ? 😂
Eh, you'd probably be able to see Mickeys head over the handrail as he made his way across the mezzanine. Ghostie and Pig can at least crouch.
They also don't announce their arrival with a bell either. I get a lot of grabs with Ghostface there.
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I find it incredulous that a nerf to a healing perk is to blame for genrushing.
This wasn't an issue before Circle of Healing was added to the game and completely changed the healing meta and hit-and-run landscape, so why is it an issue now?
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You mean Ghostface and Pig?
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You can still choose what you want to unlock. The best middleground option is finding the decent stuff you want on the edge, selecting that straight away which unlocks everything in between in a chain, and when you have the key parts you need, hit the center to complete it.
You've always had to unlock 90% trash in order to reach the gold anyway.
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@MadMoeZel said:
https://us.v-cdn.net/6030815/uploads/GEIA487V55US/20230520211643-1.jpg
https://us.v-cdn.net/6030815/uploads/HMC7W9AN62A3/20230520211644-1.jpg
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https://us.v-cdn.net/6030815/uploads/ZO05OT19CPTC/20230520211647-1.jpg
https://us.v-cdn.net/6030815/uploads/13C5XASE90LM/20230521214421-1.jpg
https://us.v-cdn.net/6030815/uploads/68WIARH5FED3/20230521214422-1.jpg
https://us.v-cdn.net/6030815/uploads/6QT0BWIRW8YN/20230521214424-1.jpg
https://us.v-cdn.net/6030815/uploads/2GP62UWVQNSD/20230521214425-1.jpg
want raids? make EXP maps. i'm getting accolades and kills. these maps are made normal on indestructible acid cubes so the raider can't get mats or exp. i make these to punish XP map hunters, and i STILL GET REWARDS FROM THEM. punishment maps, get rewarded.
No thanks I like to enjoy my games. I build outposts I find interesting.
If/when I get this jaded I'd just stop playing instead.
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And McDonalds need to stop selling burgers and try and tackle the issue of child obesity.
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@Mushmallow said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434968#Comment_3434968
"Just give the second survivor a completely free and uncontested hook, and if you don’t voluntarily agree to do something that stupid, the person you hooked will just unhook themselves instead."
That's not stupid, that's smart killer play. You will score more hooks, which will put survivors in the weaker position.
As a killer, I want to score as many hooks as possible. I often use Make Your Choice, or play killers that can Expose, to cut chases down, and score back to back hooks, often turning survivors hasty hook saves into easy downs and hook trades and capitalising on overly-altruistic gameplay.
At no point have I ever felt the need to camp out a hook state. I can't imagine being so incredibly dull as to want to stand still for 2 minutes doing nothing just to end up with a 2K because you didn't pressure any other survivors. Camping is the mark of a lazy, inexperienced killer who can't outplay survivors, so they have to hoard the few hooks they can get.
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@Mushmallow said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434957#Comment_3434957
if a second survivor is also there, you give the second survivor a free unhook. While the fourth can repair gens. And because 16m is a giant range to have as a head start, outside of a few specific killers, chasing either of them will be a significantly larger time investment.
So? you will score another down and another hook, which is the point of the game.
It seems you are dead set on eliminating a survivor on a single hook, which is the entire problem with camping. If a survivor dies on their first hook, it should be due to the failure of their team, not due to the pig-headedness of the killer who is refusing to play the game and instead stands by a hook for 2 minutes straight. How is that in any way enjoyable?
You will eliminate survivors faster by hooking them successively, and whittling down their hook states, than by camping each one out for the full 2 minutes. AND you will occupy the attention of more survivors for longer, which will serve to slow down gen progression.
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@Mushmallow said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434599#Comment_3434599
"If a survivor is obviously waiting for the killer to leave so they can unhook, the killer should be forced to leave or have the hooked survivor unhook themselves. This is totally reasonable and not at all an insane abuse of the mechanic."
In this scenario, the killer has an option besides camping, they can pursuit the survivor waiting to unhook.
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Sounds interesting, but compared to the biolinks we have, +x% range and -x% reload, etc., this seems really elaborate and powerful.
Being able to see other players gravestones would forewarn you about surprise traps, completely invalidating most outpost builds.
The last 3 guards? which last three? How do you activate it? Does it just perpetually revive every guard but with only 3 up at a time?
I would think something like follows would be more realistic:
Allows you to see your own gravestones within 5/10/15 meters. This would require you to have died first, and then it provides an easy way to track your own progress and where you died on previous runs, so you don't need to memorise every single trap in a long-winded outpost.
Interact with a guard's corpse to replenish a random amount of your ammunition, can be used 1/2/3 times per raid. You might gain 1 bolt, or 14 shots, you don't know. Obviously not worth using if you're playing sword and board.
Interact with a broken trap to replenish a random amount of your hardware, can be used once per raid to replenish Grenades/+Spikes/+Shields. Keep it at level 1 to just restock on Grenades, or if you use Shields too max it out, and you might gain one of those, or both, can only replenish what you have equipped of course.
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@magic1236 said:
I would recommend then just have 5 active outposts. This may help drain the synth quite quickly. There is also the pre buying outpost land that seems good just to have it ready for when you do want to build on it.
not sure though if this would change if it feels like it’s still too much. But I do believe more builder focused payers are happy with it.
If everyone does this, it floods the game with outposts. If I have 5 outposts, then I need to be raiding at least 25 times a day to offset that. I highly doubt everyone else is doing the same. So when you get 1 raid every 24hrs like I just did on one of my outposts, that's why.
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Sure, IF the killer camps.
That's the whole idea, if the killer is refusing to move away from the hook, the other survivors can slam gens and the hooked survivor can still get themselves off and at least play an active role in occupying the killer.
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@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434184#Comment_3434184
I'm talking about when 2-3 gens pop during your first chase. If the game is gonna be remotely competitive after that point you're going to have to force a trade or two or secure second stage. It punishes killers without mobility or an instadown especially.
In all my time playing killer I have never felt that camping a survivor outside of endgame was a beneficial move. If 2-3 gens pop early on (which is typical), you have fewer targets to defend, and going after those gens and intercepting survivors there is almost always more effective than standing still and doing nothing, while the other survivors carry on rushing gens. Unless you're bubba, you will invariably end up wasting all that camping time, only to have another survivor rescue them anyway, and then the exits are powered before you know it.
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@Mooks said:
Kinda needed for the Hall of Fame of Horror:
- Friday the 13th
- Alien, Alien: Isolation
- Sidney Prescott/Scream
- Candyman
- Until Dawn
- Chucky
- Blair Witch
- Hannibal Lecter
- The Shining
- The Walking Dead
- Conjuring
- Stephen Kings It
- Headless Horseman/Sleepy Hollow
- I Know What You Did Last Summer
- Pans Labyrinth
- Dont Starve
- (Jaws - maybe no killer but map and survivor/s?)
- (Final Destination - no idea how that would work)
Well, TC did ask for a full list.
I would have settled for Jason, Candyman and Alien personally.
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@YOURFRIEND said:
The frustrating part of this conversation that seems to be left out, is that sometimes the only option you have to salvage a game is to sit by the hook and force out a hook state. People don't have to like it, they can find it offensive, but sometimes it's gotta be done. Not an option anymore.
Which is typically during endgame (when this is deactivated) or when other survivors are nearby (when this slows down, and means those others survivors aren't gaining anything from it).
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@Mushmallow said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434130#Comment_3434130
If the killer is at 1m and the survivor at 15m, it should still stop. Because the killer has no reason to leave and just give them a free unhook. Punishing them for that is stupid.
The killer could go after the one survivor they can see at 15m and initiate a chase with them... rather than standing still at the hook and waiting for that one survivor to come closer.
Depending on LoS blockers and whether or not the killer is undetectable, it may take coming to within 10-16m for the rescuing survivor to discover the camper and then leave again.
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@Mushmallow said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434123#Comment_3434123
If even 1 survivor is in range, not stopping the timer is silly and stupid. Do you agree? Yes or no.
Depends on the range. I would say if it were possible to code it this precisely, then if the survivors is closer to the hook than the killer is, then it should stop. But if they can only code by range of the hook and not relative position, then it makes sense to be a speed reduction. Otherwise the killer could be at 1m, and the survivor at 15m, and it would stop.
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@Mushmallow said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434112#Comment_3434112
https://deadbydaylight.com/news/anniversary-gameplay-updates/
"In essence, face-camping in this context refers to gameplay where the Killer stands directly in front of – or otherwise in the immediate vicinity – of a Hooked Survivor. This allows them to easily interrupt grabs and prevent rescues, thereby killing a Survivor with minimal room for actual gameplay."
This is the specific problem they have.
"or otherwise in the immediate vicinity"
How are we defining 'immediate vicinity' here? It's clearly referring to a condition other than directly facing the survivor, "or otherwise"
"allows them to easily interrupt grabs and prevent rescues"
This is possible within around 10m, depending on immediate obstacles, which is why they designed it to be the range it is.
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@Mushmallow said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434102#Comment_3434102
When it should be completely stopped.
I mean sure, it should be very significantly slower.
The point after all is to punish camping killers when it's not necessary, when there aren't other survivors nearby, so that those other survivors can do gens and punish the killer that way.
But the original question was about the 10-16m buffer and why it's necessary.
If I were designing it in a way that couldn't be abused by killers sitting just outside of effective camping range, then I would design a buffer. And I would tune the speeds in such as way that if the killer is spending time between the active camping range (1-10m) and the buffer (10-16m) then they would still initiate the anti-camping mechanic, but if a killer is spending time in the buffer range (10-16m) and outside of that range (16m+) in any amount, then it wouldn't be effective at activating the anti-camping mechanic.
This is where the precise values of how much this gauge increases by comes into play. If it's tuned in a way that a killer who spends most of there time outside of 10m, even though they're occasionally within 16m, doesn't provide enough gauge to give the survivor an unhook, but a killer who dances between 5, 10 and 16m in an effort to camp while still slowing it down does provide enough gauge to unhook yourself, then it's working as intended, and you have nothing to fear in that 16m limit unless you're actively camping within 10m.
That's the point of the buffer.
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@Mushmallow said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434098#Comment_3434098
Then as long as the survivor doesn't commit to the unhook, they can keep the killer there in the 10m. Or you know, more like 3m since that's the actual grab range. Which would make it progress super fast. The second the killer just normally hits the survivor, they finish the unhook and go down just like now on live.
Except other survivors make it progress slower...