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Seraphor

Seraphor

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Seraphor
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  • @poinepp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420685#Comment_3420685

    i don't think such a quality of life change will happen since this is the whole point of the game like they get pierced by a meat hook ofc they will scream for a period of time

    It's comically long though, some are like 6 seconds long.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422033#Comment_3422033

    You can hear only breathing from Wraith and bell from using his ability.

    Ghostface has only revealing sound when you look at him.

    Those are not lullaby effects. If they come from behind a wall, you will not know about it.

    Ghostface has a flapping fabric sound, and Wraiths breathing/wheezing is incredibly loud. As I said, over 10 meters away, and you can definitely hear them through walls, so these stealth killers can't actually sneak up on you.

  • Temple is pretty well balanced, in fact I've had some of my best M1 killer games on that map, including Myers. I am bewildered they didn't resize Mothers with the Red Forest rework though, that one's definitely too big.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422012#Comment_3422012

    Neither Wraith or Ghost face have lullaby.

    Only sadako has it and she shouldn't have it. It doesn't make sense.

    I mean, you can hear them coming from about 10+ meters away, if that's not a lullaby I don't know what is. Legion on the other hand is dead silent, and without a TR can creep up on you better than Mirror Myers.

  • Ranged killers have a lullaby for a reason, to alert the survivor that they're within attack range of the killer. Even non-ranged killers like Sadako, Wraith and Ghostface have a lullaby, despite the fact that these are stealth killers. This actually makes non-stealth killers the stealthier options for Undetectable perks or add-ons.

    However, most ranged killers can hit you further away than their TR (though with some fancy aim required in most cases). Deathslinger's range is 18 meters, which is relatively short, so maybe a 14m lullaby would be ok. For comparison, Sadako's lullaby is 24 meters...

  • I definitely think indicating SWF/non-SWF post game would be beneficial. It would take a lot of second-guessing out of the equation, and therefore reduce paranoia, which may reduce the reaction to SWF, once killers realise that not all SWF are unbeatable ad not all non-SWF are potatoes. And if killers are 'compensated' in some way for facing tougher opponents, then they'll be less inclined to dodge survivors they may suspect might be SWF as well.

  • I don't think they 'need' a rework. Maybe they could be improved, but expanding them to 6 is a bit much. They're an optional goal to encourage players to step out of their comfort zone and try a different character/role for a change, to promote a more varied experience. If you make the system too malleable, it loses that aspect and players can just pick and choose to the extent that there is no restriction involved and therefore not incentive to try something new.

  • @Remedicist said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3421896#Comment_3421896

    I definitely prefer the faster queue times than waiting a long time for near-perfect matchmaking. Besides, the loose matchmaking makes the game feel more random and fun in my opinion than feeling like I'm in a ranked comp match. The way MMR works kind of plays into this since kills and escapes aren't really a good indicator of skill in this game, especially with the softcap.

    Exactly. When they ran the blind trials last year, not only did the strictly matched games have longer queues, but they were more sweaty games, because the closer the match = the greater the challenge. It's just trading one extreme for another.

    The win condition of the game is largely recognised to be kills/escapes, and any MMR should be based on win condition, because it's the only objective way to measure skill.

  • I don't think it's a terrible idea. Killer BP bonuses don't affect the survivor team at all. x2.5 is a lot though, I think probably +20% for 2 survivors, +30% for 3 and +40% for either a 4-man SWF or two 2-man SWFs.

    You wouldn't be able to know if and when you faced a SWF, but it would be a little compensation for when you do.

    And for the record survivors should get similar 'compensation' when camped/tunnelled, in the form of 'distraction' scores, based on the gen repairs or heals other survivors complete while you're being chased or when hooked with the killer nearby.

  • I'd rather nerf Nurse, Blight, Spirit, then give all killers some general buffs like a FoV slider.

  • The 'proper' counterplay to camping, is to do gens, and for the hooked survivor to hang on. The problem is that these aren't effective enough, so ideally two things could and should happen.

    1. The hooked survivor should gain something for remaining in the game while being camped, to give their team mates time to repair gens. Bloodpoint scores in the form of 'distraction' points while the killer is within x meters of the hook, for whenever a gen is completed or another survivor is healed, in the Objective and Altruism categories respectively.
    2. A boost to repair speeds, and/or a suspension of gen regression, while the killer is within x meters of the hook. Buffs to survivors generally don't work with a "within x meters of the hook" because they can be abused by survivor teams who bait the killer into camping. However I don't believe this is an issues with repair/regression speeds, providing it's subtle enough. Something like +5% repair speeds for every 20 seconds camping up to 3 stacks max for +15% would be ideal, because you would need to camp for 20 seconds to activate it to begin with, which means it would be much harder to be 'baited' into doing so. This wouldn't be of a benefit of survivors to force the killer to camp, because the time spent 'baiting' the killer to camping, would be less efficient than simply slamming gens.
  • I disagree that a 'slow start' is something that needs to be fixed. This is fine, providing the slow start also gives the ability for a better comeback later in the game, which Myers has. (mostly, this can be hindered by finite stalk potential, which DOES need to be fixed)

    To say this should be changed by buffing his early game (and in exchange nerfing his late game by necessity) is proposing a standard killer play style and reducing game play options.

    Is exactly the same concept as removing end-game perks. NOED, No Way Out, Sole Survivor, No One Left behind, etc. These perks put you at a disadvantage early game, but pay off at end game.

    If anything, I'd like more killer concepts that can do this. Have killers weaker at the start of the game, so that they're capable of being given more effective powers (and therefore more variety of powers overall) late in the game.

    Ultimately a basic M1 killer is still capable of pressuring survivors, while they build up their other powers. Trapper might be the worst killer, but he's still a viable killer, and then he dominates if and when a survivor gets caught. For Myers, his M1 status is balanced by his one-hit-down potential, he doesn't need to worry about chases, because he can cut them in half by downing a survivor in one hit.

    And as I mentioned at the start, his one area that does need an improvement, you missed entirely. The fact that each survivor has a finite amount of stalk that you can harvest from them. This can cause scenario's whereby you 'deplete' a survivor, then use your power on an unstalked survivor, they die, and you've lost 1/4 of your potential power.

  • The most 'problematic' loops are window loops.

    Pallets are required to be used first, survivors have to drop them, and killers can break them. That gives room for misuse, and counter play.

  • Geographically/ethnically, you have Zarina and Adiris (The Plague).

    While I'm sure a Djinn would make a great killer concept, taking from modern day cultures can be problematic, we don't have any Christian-themed religious horror figures like the Nun for example. They probably wouldn't want to risk offending Islam. You could argue Djinn is technically pre-islamic, but then so is The Plague, so...

  • Matchmaking is apply loosely. It has two cases where it just breaks down entirely, in order to facilitate quick games, to make sure players aren't waiting longer for a game than it takes to play that game.

    1. Backfilling. When any player leaves a lobby for any reason, and another player is pulled in to fill their slot, no matchmaking is applied. If it happens to be the killer who left and was replaced, then you can get 5000+ hour survivors against a newbie killer or vice versa.
    2. Matchmaking timeout. The game only searches for players within a close MMR range to you for the first couple minutes, and widens the potential range of players incrementally. After three minutes it's essentially a free-for-all, and you can be matched with anyone of any skill level.
  • @Dreamnomad said:

    You make it sound like such a small thing to do. That is actually a massive commitment to your time. Even if you are relatively quick, that's like 10 minutes out of each hour.

    The last few days, I've had my 24hr outposts running constantly, 'refreshing' them twice, maybe three times in that period. That's been more than enouh to guarantee surplus prestige points. So you don't need to do it every hour, twice a day should be fine. If you won't be able to get on twice the next day just take it offline.

  • @MadMoeZel said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3420719#Comment_3420719

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3419153#Comment_3419153

    https://us.v-cdn.net/6030815/uploads/WCXJP9JY2H7B/image.png

    so, hitting this trap 2 spaces away with a sword through an impassible door that you (which you'll call an exploit) that you don't travel through. is this an intended mechaninc? or an exploit? cause your melee weapon not touching it, and it exploding as a result seems pretty exploity to me.

    edit - for the record i'm totally fine with this interaction. it provides a reliable actionable counter to this specific layout.

    I would test something like this yourself rather than relying on replay footage, which is very unreliable in terms of player positioning due to latency. They could have been closer than they appear.

    Two whole blocks between (essentially a 3 block gap) does not seem reasonable.

  • I imagine it has to do with the whole "promoting outposts with fewer raids thing". As you get raided, your outpost becomes lower priority, and re-entering resets it to zero.

  • @bbqBilly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420757#Comment_3420757

    My source is that the game is 7 years old and they havent added it even though the framework is already there (the perk) and it would be very easy for them to change it to an option. It's not a technical challenge, they could get it done in a day if they wanted to. If it wouldn't mean a significant overhaul of the balance of the game, they would have done it already.

    It took 7 years to add a visual heart beat, something that has been in DBD mobile for years now.

    You have no evidence it would mean a "significant overhaul of the balance of the game". It would not be a major buff to killers, it would be a quality of life enhancement, that would make some killers easier to play, specifically because it would make playing killer in general less disorienting. That might mean some adjustments are needed to the likes of Blight/Billy/Oni, but that's about it.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420675#Comment_3420675

    It should deactivate because currently it's a very strong perk throughout the match with little ability for survivors to counter, and happens to also have the side effect of guaranteeing a pity kill during end game camping. Essentially a parallel of why DS deactivates.

    Which makes it an opposite of the scenario in which DS deactivates...

  • Because they would offer free escapes for survivors who are downed near the exit gates, where the killer cannot hook them by any means despite having hit/downed them. It would guarantee that any survivor with either/both of these perks, if hooked and rescued during EGC, would have a guaranteed escape.

    This is a situation in which the survivors are already winning, and it pushes it over the line from an 'almost win' to a guaranteed win.

    The killer equivalent to that, would be if three survivors were dead, the killer has almost scored 4 kills, and there is no hatch and no EGC, so the fourth survivor cannot escape by any means.

  • I wish this was an optional setting.

    I have to smack every survivor I hook to shut them up.

  • @Crowman said:

    The perk already prevents you from gaining more stacks after the obsession is dead and hitting the obsession makes you lose stacks. So it's pretty fair in that regards.

    This, it basically already does that, it becomes finite once the obsession is dead.

    @Rudjohns said:

    No, it should deactivate when the exit gates are powered up.

    Why would it deactivate when the exits are powered? Because survivors have perks that do that? Do you realise that powering the exit gates is not a like-for-like scenario for survivor and killer? The killer equivalent of 'powering the exits' would be something like, 'there's only one survivor remaining', or 'the survivor you're chasing is injured and on death hook.'

  • @GoodBoyKaru said:

    This devolved so much quicker than I thought it would goddamn


    Don't mention teh gey, because it triggers the right wing snowflakes. (this is why we still need representation btw, it's tiring not being able to even exist without being a controversial topic)

    This causes more moderate people to feel they have to 'defend themselves' in case they look bigoted. This is what's happening with the OP. You do not need to 'defend' your right to play or not play a certain character for your own personal reasons. (however unusual those reasons might be, simp-only options is weird, but it's not inherently bigoted) There isn't any reason I wouldn't play a given character, other than maybe aesthetics (for example, I don't like Yoichi's bright yellow raincoat coat and I haven't got any other cosmetics for him), but I would certainly play my favourite characters more, and those would be the ones I can either identify with, or find particularly stylish.

    But when someone very clearly singles out David's sexuality as the sole reason they won't play him, but will play every other character specifically because they're not gay, there's no room for interpretation. They could have kept their prejudices to themselves, but they felt the need to express their homophobia on a public platform.

  • @notyarbllewe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420461#Comment_3420461

    What do you mean? If I heard you correctly, being able to use anything doesn't sound so "casual." A casual mode would be primarily based on basic gameplay rather than have tons of changes from every perk, item, or add-on the killer or survivors bring. THAT'D be competitive.

    As you might be seeing in the games now, people are bringing the strongest of things, and competitive people love to do that. Those that are bringing those insane things are the people that just want to WIN, and that'd be the point of a competitive mode. Just maybe afterwards they should not be allowed to chat, otherwise the tryhards would argue.

    An actual competitive mode, would have to be tightly balanced so that the competition was fair. You often see in DBD tournaments that the game is 'balanced' by limiting the survivor team to only one instance of any perk or item, limiting both sides to only brown or yellow add ons, no map offerings, or only neutral map options, etc.

    An 'anything goes' mode, is a casual mode, because there is no regulation, and the outcome of any given game is as much up to RNG and matchmaking than any real display of skill. You're just as likely to be matched against a potato opponent, or an opponent who wants to dick around and farm BP, as you are a tryhard opponent or an opponent who only brings the most OP set up.

    Players who only bring the most OP items and add ons are not competitive players, they're min-maxers who like to dominate. They have no interest in real competition, because that would mean testing your skill against your opponents on an even playing field. These people would be the ones who dominate any casual mode, because they have no interest in facing a real challenge, and casual mode would give them the noobs they can bully.

  • @DY86 said:

    Ive said this before but, the game is balanced around this set FOV.

    Some killers such GhostFace and Myers would benefit tremendously from wider FOV, as they could stalk so much more that It would require rebalancing their kit probably. ( and they aren’t even top tier killers)

    But most importantly wider FOV on survivors would make chases/mindgames much easier (just watch old videos of survivors with stretched resolution).

    Also, maybe DBD engine could not properly run with such wider fov. I remember CoD MW 2019 they didn’t add fov sliders cause It would make older gen consoles crash, and cause inconsistent frame rate as well

    I would much rather have a reduced 'stalking field' with GF and Myers to account for a wider visual FoV.

    87 degrees is far too restricted for a game with melee range interactions, getting disoriented by things that are on your toes or should be in your peripherals is ridiculous.

    It's funny you mentioned stretched res too because this existed, players were able to change their base FoV. It only gave survivors any benefit, killers didn't not benefit from this at all, with one single exception, Nurse could still see the feet of survivors while in her fatigue stun animation.

    I agree that a wider FoV would be a slight buff to killers, particularly in cases of close-quarters interactions with survivors, minimising the disorienting effects of 360's and hiding on the killers toes. These things should happen anyway. This is exactly the sort of minor quality of life buff that killers should receive in the light of the recent survivors buffs such as the HUD icons. This would be a buff that benefits lower skilled killers more (those who are unable to deal with the disorienting effects), and is more impactful against higher skilled survivors (those who like to 360 or dupe the killer by crouching directly in front of them), which is a good thing, it's a field levelling mechanic, closing the gap between uncoordinated solos and highly coordinated SWF.

    And it is only a 'slight' buff, because if it was a significant buff, that would imply Shadowborn is a decent perk, which it is not.

    Shadowborn increases your FoV by 15 degrees, bringing it up to 102 degrees total. I think 100 degrees would be a fine upper limit for a FoV slider, with maybe an 85 or 90 degrees option as the lower limit. (because believe it or not, some people get motion sickness from a FoV that's too wide) Then you change Shadowborn and MaA perks to affect something other than FoV, and you're ultimately nerfing the upper FoV limit by 2 degrees.

    All of this is as well as serving as an accessibility option for players who suffer from motion sickness.

  • @Nirgendwohin said:

    Killer bring map offerings and the strongest build all the time too.

    Whats missing is a casual mode or a mode without any perks and items.

    A mode that restricts what you can bring in the name of balance sounds much more like a 'competitive mode'.

    Casual mode being 'anything goes' is much more fitting.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420312#Comment_3420312

    I mean this is fair. You can't force people to play David. If they don't like him anymore for any reason, they can leave him. This does not makes them bigoted or fanatical.

    And there's a difference between preferring certain characters and publicly expressing that you avoid a certain character because they represent a minority.

    I don't play Claudette, but what if I were to announce that I specifically don't play Claudette because I don't can't identify with black people, despite, as a white male, playing Yui or Feng?

    (this is not true in case it needed to be said)

    This would make me a hypocrite, and it would be obvious that my 'preference' came from a place of bigotry.

    • Male (cis/het) gamers tend to play female characters because looking at the butt all the time.
    • Female gamers tend to play female characters because representation.
    • Gamers like to look fabulous.
    • Feng has all the cosmetics.
    • bnuuy
  • I thought Dredge was more popular than not. There are a few who have issues with Nightfall, and a few who say he's just an M1 killer, but generally it was a positive reception.

    Blight might have been popular from a killer main perspective, but I'm pretty sure survivors have always hated Blight. His first two years of life were plagued by the Ruin-Undying-Tinkerer gen control meta.

    Meanwhile a good portion of survivors like how Dredge is actually kinda 'scary' to go against. In fact there was a narrative around the time after the last Anniversary where survivors were disappointed that they didn't encounter the Dredge much. Yet they're not a 'weak' killer by any means.

  • Yeah, I can ONLY play David because I can't identify with any other survivor.

    I couldn't actually play DBD until David 'came out'

  • @MadMoeZel said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3419792#Comment_3419792

    yeah, he also got better. but you know... you wouldn't have the patience.

    An hour for no rewards, in a game where you need to grind thousands of synthite per day to keep your outposts active... hmm...

  • @chezpizza said:

    https://media.discordapp.net/attachments/1071930378148913254/1103753488527265832/image.png

    This outpost was brutal! The killbox insane but after the 50th death (I think?), I realize this killbox wanted you to rush it. It didnt have pistons just plasmas, hornets and bombers from hell. That said though, after playing for a bit, a well designed killbox is brutal but a KB that is thrown to together is actually pretty easy to figure out or rush through even with pistons.

    That... must have taken you at least an hour. And you got 300 synthite for it...

    I wouldn't have the patience.

  • Would completely discourage building anything outside of the HRV's path. I have some elaborate non-linear outposts, and I hate it when people speed run those and miss out on 90% of my build and all of the forgotten tombs.

    Both playstyles should be available for raiders to use though, and you can build your outpost to encourage/discourage them.

    For example, I came across a particularly tricky outpost today, where you pass under a couple of armoured Cannonbacks, who you can't possibly hit until they've already seen you, at the same time as a couple of Sentinels. It was really difficult to take this part slow, but fairly easy to speedrun. But then if you speedrun past that part you turn a corner and come to a room full of Cannonbacks and a bunch of pistons blocking your path, so you can't speedrun.

  • @Darkyan said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3419284#Comment_3419284

    This pool is kinda redundant anyway, you voted builders, which is totally understandable with the exploits known to the community abused by builders.

    But if I were to tell you, there's a way for the raiders ( Its a coop lag thing ) to destroy traps placed inside, from outside the outpost with the sledge melee, you'd consider this an exploit as well, hopefully, which basically just makes this pool impossible to tally through a fair count.

    edit ; don't forget the alt-f4 exploit which doesnt count your death on outposts.

    This is just Moe doing Moe things and being angry at people who use the word exploit on the forum.

    If you can destroy a trap with a melee attack, with a solid block in between, then yeah, I'd consider that an exploit too.

    There are a lot of ways traps can be destroyed 'indirectly', and you can clip the corner of traps from a diagonally adjacent tile even though it's not entirely within your LoS, only a thin sliver of the edge of the trap, which I'd say probably isn't an exploit, but with no part of it in sight at all? That probably is an exploit.

    I was struggling to think of a set up that could allow this, but I realised I came across an outpost that had completely blocked off it's Forgotten Tomb, completely surrounded by blocks, and I was actually able to clip the edge of it with a melee attack and break it for the exp, though the contents remained trapped forever.

  • @Tsulan said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3410151#Comment_3410151

    I think there are no exclusive decals or props for people that played the beta.

    There are exclusive decals, three of them.

    One of them is a red triangle with a large white HRV in the middle.

  • @UnethicalOctopus said:

    Ooh, how about the ability for a raider to create a block, could be used as a grapple point, to stem the flow of guards, or simple as cover.

    Never know what a creative raider could do with it until one tried thinking outside the box with it.

    A temporary block that lasts about as long as a portable shield maybe.

  • You could edit your first post to include your request and make it clearer, in order to avoid the misconception that I already stated I had about it. Rather than reading as a "kind" request to not discuss anything (on a discussion board), it reads as a challenge TO debate your position.

    I was willing to concede that I was equally at fault for misunderstanding you to begin with, but screaming at people on a public forum that "NOBODY CARES WHAT YOU THINK" when you're actively trying to gather opinions, is entirely unreasonable.

    Opinions do not exist in a vacuum, and I already explained how my vote would have been different without the rationale behind it. That should highlight the folly of asking for votes without context.

  • Out of all the options we have in the game, I'd sooner vote out the Twins than Skull Merchant, and potentially Pinhead too. Not to say SM isn't a close 2nd or 3rd.

  • It's outdated for Hag.

    Hag might have very powerful mobility, but that power is unavailable in a chase without prior set up. When Hag is out of range of her traps, she should be 4.6m/s.

    It's similar to Trapper entering a chase with no armed traps nearby, but Trapper remains capable of catching up to survivors in a regular chase under these conditions.

  • 10-15 raids a day?

    I raise you 6 raids in 24 hours, across three outposts.

    187e6e188c792-screenshotUrl.jpg


  • I will gladly delete all my posts to keep you happy, the moment my vote is deleted. I did not post to disrespect you, your post was misleading.

    If you cannot respect that, I don't know why you would expect the same from others.

  • Alternatively, I think 'destructible cubes' could be a neat 'trap' addition. Not technically a trap, and more like a Holocube, but they only disappear when subjected to 'Crushing' damage, aka explosives or when struck by the Volt Lancer or Sledgeblade.

    Unlike Holocubes, these could have a wider range of potential skins, instead of being limited to bedrock. In fact, they should probably not include bedrock as an option in order to differentiate from Holocubes.

  • As we're about a month into the games life and it's going to run for a while with multiple expansion packs, I'm not surprised we haven't had any progress in the lore or development of the Chimera yet. But I would hope that this comes with updates to the game.

    More tribute levels (why it caps out at 7 which you can reach in a matter of hours is beyond me), that unlock snippets of lore, would be a good thing.

    As well as a visual update of either the Chimera, or the hub base (I notice there are closed shutters behind her/them, what's behind those?) for increasing Chimera level, would be great.

  • @MadMoeZel said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3419153#Comment_3419153

    debate will lead to flaming, kindly respect the post's intentions and delete your message. this is not a place for discourse.

    You see, I interpreted your second post comment as being a flippant claim that only your answer was correct and all other options were wrong and therefore 'not up for debate'. You might want to put that in the first post, rather than immediately after your own answer.

    And conversely, placing 'blame' on a particular group of players without the ability to explain the reasoning behind that, is more likely to result in flaming. At least I've justified why only one camp currently qualify as exploiting. Without that justification, my vote in this poll could be interpreted as a partisan "Raider-biased" position, which is not the case.

    Without the ability to explain my reasoning, I would not have voted at all. You cannot delete votes, and they are not anonymous, so I won't be deleting my comment.

  • An exploit is taking advantage of a mechanic that was not intended to be possible. Currently only two of these would appear to exist in the game, and they are; opaque second wave corrosive cubes hiding lethal traps, and one-way 'gaps' using two corner blocks. Which means only Builders are currently capable of exploits.

    Raiders may be able to employ cheese strats, but these are a matter of balance, not taking advantage of exploits.

  • I actually came across one of these yesterday that I did think was kinda ingenious tbf. It was a series of tunnels with Impalers and Boltshots on opposite walls. If you fell or grappled through this fast enough, you were unscathed and the traps backfired, which does net you exp and currency drops, and even comes with a slight chance of death if you mess it up. So I gave this builder 1 kill for it. If it's halfway interactive at least, then it's not just a mindless farming simulator.

  • @Wilx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418048#Comment_3418048

    I have about 3000 hours in the game, so I'm not a pro by any standards, but I do know what I'm doing. You know?

    The reason I want them to show us some footage of them playing, I want the Devs to experience solo queue as it is since the update, so they can either agree that there's something wrong that needs changing or everything is just fine. I also want them to play a killer game (without gen regression perks), to see how fast the gens go by and to see if they agree with most killers that tunneling the first is optimal gameplay. But I don't want to ask too much.

    And if they play solo and don't agree that there's anything wrong? What will you take away from that?

    I play a decent amount of solo survivor, I don't escape as much as I'd like, but I escape enough. I don't think there's anything inherently wrong with the game balance.

    There are issues for sure, camping and tunnelling should be made less profitable for killers (while still be options for dire situations). But in reality, far more issues for solo survivors come from other survivors. Player attitudes isn't an issue you can solve through game balance, as the most recent patch proves. A return to a similar level of healing ability as we had 2.5 years ago, but survivor behaviours have instead doubled down in retaliation instead of returning to the way we played 2.5 years ago before we were spoiled with CoH.

  • @jayz666 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418045#Comment_3418045

    Decisive strike needs a buff you can’t say 3 seconds is useful when about 2 of the seconds is getting off the killers shoulder and I am good at using dead hard lol just if I miss it and get away it shouldn’t deactivate until another hook but yeah don’t come on a forum and tell people to get better I would love to see your survivor gameplay

    The thing is, there is no reasonable maximum stun time for DS that would sufficiently hinder a Nurse or Blight, and there is no reasonable minimum stun time that would be fair against an M1 killer.

    3 seconds of stun is too little, but anything more would be oppressive against Trapper, meanwhile 5 seconds still wouldn't be enough to stop a Nurse.

    At most I could see the stun time starting when the survivor gains control, effectively buffing it to about 4 seconds, or maybe very slightly less depending on how long that animation takes for the survivor. But in addition, I think killers such as Nurse, Blight and Spirit should have an additional effect, whereby their power charges reset when stunned, effectively turning them into M1 killers for a brief period immediately following a stun.

  • @FootMan2893 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418107#Comment_3418107

    That situation would've never happened had they done what the community told them to do and not make those 2 perks stack. The perks were stronger in their original PTB iterations but people were bringing both together. Rather than make it so they couldn't function together they instead nerfed both perks with the express intent for them to be used as a set. And now both of them are completely dead as a result.

    Higher gen regression isn't an issue, it's killer design. If knight or skull merchant wasn't what they are then the game would be fine.

    Oh I agree. They should have just made CoB 200% and then not given OC any regression bonus at all. Instead, capitalised on OC's skill check mechanic, with bonus regression for survivors who both hit and miss that skill check. For example on an OC affected gen, hitting the skillcheck still removes 5% progress, while missing it removes 15%. (this would essentially make it so OC gave the killer a bonus 5% instant regression on gen kicks, conditional on the event of a survivor returning within 60 seconds)

    That way, CoB and OC wouldn't stack, they'd complement, if a survivor came back to the gen within 60s, OC would pay off, if they didn't, CoB would pay off.

    Different killer designs are a good thing though and it's not just Knight and Skull Merchant. Twins, Demogorgon, Hag, and even Nurse (not that she needs it) can employ oppressive 3-gen strategies as well. And perks need to be able to account for these. We can't just rework all killers into the same anti-loop/chase power paradigm in the name of balance.

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