Seraphor
Seraphor
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In some sense I can agree. Slowing the game down (regression) is better than taking shortcuts (tunneling/camping). But 4 regression perks aren't necessary. And in most cases even 1 isn't necessary.
It can vary by killer (there are exceptions) but slowdown is ultimately a crutch that skews the game in the killers favour, patching up the holes in your skill and macro game sense. There's a point where it becomes excessive, and that's why the nerfs, killers were relying on regression far too much, and still do.
If you can't win without more than 1 regression perk, your MMR is likely too high. That is to say if you can't win at least 60% of the time without regression, your MMR is too high.
But then there's an issue of confirmation bias too. You could be winning plenty, but a 60% win rate doesn't 'feel' good because the 40% losses are more impactful and tilting, so you still keep sweating because you need to win 'every' game, not just 60%.
So it's not really a case of 'nerfing regression cause tunneling'. It's 'killers being desperate to win 100% of the time causes tunneling'.
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Given the sheer number of statuses on the scourge perk, and their rather modest durations, I don't think it warrants the inclusion of a Haste effect. Also just dont apply it to self unhooks, which I think is how Make Your Choice works as a similar unhooker debuff.
Secrecy is interesting, I don't think we have anything that flat out makes objects intangible, besides survivors with Spirit/Dracula.
Fake generator is an awesome idea, but I think needing to place it manually is kinda clunky. At only 25 charges it could simply spawn randomly.
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@Aven_Fallen said:
Dont really see any way why BHVR would do that. Maps are free in DBD, no player has to pay anything to play on a specific map. Therefore, BHVR would only pay a lot of money without getting anything back.
Maps are always sunk dev time without return, but you're right that if they have to pay for the rights to use a third party licence they wouldn't do it for free.
License agreements are two-way streets though and there's a chance it could be one in BHVR's favour depending on the source. So there could be flexibility. The minimum they'd need to monetise it would be cosmetics. So I could see it being a mid-chapter cross over promotion with skins and a map. Similar to AoT, Crypt TV, and Iron Maiden.
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Her power is far more impactful. She can reliably camp from a distance and down survivors from halfway across the map.
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Xenomorph.
Was my dream killer for ages. I knew it wouldn't fully live up to the hype but I'd hoped it would at least be playable.
Can't hit a damn thing with the tail attack on controller, and the excessive slowdown for missed tail attacks makes it unviable. Every M2 is like gambling at a pallet, like a coin flip as to whether you score a hit or lose the chase entirely.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791420#Comment_3791420
When COB surpasses Surveillance or any regression perk, it is always related to its own base regression.
That kind of my point.
Call of Brine is currently seen as more of an information perk than a regression perk, and it's not that bad either on Generator kicking builds; the issue is if the regression gets buffed, people will use it for the regression, but the information still overshadows Surveillance.
Killers only have 4 perk slots. Why run Hex: Ruin and Surveillance when you can run Call of Brine (at 200% regression) and get more regression, better information, and free up a perk slot? This is the fundamental issue with Call of Brine. If you buff it, it provides too much value for a single perk slot; in fact, Ive been saying for prior to Patch 6.1.0, since Call of Brine even released.
This is the fundamental issue with CoB. It's also entirely the point.
It's a perk that does two things at once, but not as good at either of those things as the equivalent perks that only do that one thing each. The point of that is to provide more options to have piecemeal "jack of all trades" builds.
For example. If you wanted to kill everyone by your own hand you can bring Devour, and then if you wanted info after gens are completed you can bring Bitter Murmer. If you want both of those but only need to kill one survivor, Rancor frees up a perk slot.
Similarly if you want a bit of extra regression bit you're already good at pressuring gens, and you want a bit of info to help you directly pressure gens instead of relying wholy on passive regresion, then CoB can be useful.
I use CoB with Nowhere to Hide, and it pairs really well. NtH allows you to rule out if any survivors are going to jump straight back on the gen and undo your regression. You see the coast is clear and you can guarantee a minimum amount of regression, with +25% extra. And when they do eventually get back on the gen, you get notified and can run straight back there.
If you're using the perks effectively and keeping survivors off the gen yourself, CoB with NtH can be more effective than say Pop and Surveillance, because you're also getting the auras when survivors are near the gen, which can lead to further downs.
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Lights Out with teleporting hooks and survivor classes or abilities would be neat. But as it was the first time, I doubt many will play it.
Chaos Shuffle will always have a niche though, it's basically normal DBD with extra spicy RNG.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791376#Comment_3791376
20 years ago had quiet afew games as a service too. All I have to do is point out any MMORPG like WoW or even Runescape. On the other end, there's plenty of games nowadays that you CAN play while disconnected from the internet. Not THAT much is different.
Those were a case of necessity though. An MMO requires server upkeep, it can't be played any way but as a service.
The problem is offline games being gated behind online functionality.
But it's a moot point here because DBD is an online game that relies on developer hosted servers. Private servers if possible, would basically only offer you custom games.
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791330#Comment_3791330
That’s strange I Dc’ed as a survivor 3 times before getting a penalty. I don’t remember how I left though. Maybe I used task manager.
That will still trigger a penalty.
The issue is probably that you stayed in the match/scoreboard. The penalty starts counting down the moment you leave the game, so if you're on the scoreboard and then loading for 60 seconds total, the penalty will have finished before you even get the chance to queue again.
2nd is 5 minutes, so again if you quit and then go out of the room for a bit you can cone back to a penalty free lobby again.
Particularly common if you're playing with SWF, and have to wait for others to leave first anyway.
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I wish. Whenever I play an M1 killer I always seem to get the same survivors:
"Hey mister killer look at me! Come over here look at this safe pallet! Follow me mister killer watch how many times I can run around this pallet and not drop it. Hey why are you leaving me mister killer? Don't you want to run around in circles for 5 minutes straight?"
It's downright impossible to respect pallets anymore because you absolutely have to devote 30 seconds to gradually catching up to the survivor until they smack you in the face and you finally get a chance to delete one pallet, before moving to the next.
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@katoptris said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790332#Comment_3790332
I'll be fine with this change but also evil within juice shouldn't run out.
I think hooking a survivor should replenish 50% of their evil meter. That would be an incentive to hook.
Combine that with the tombstone add ons requiring a hook and maximum stalk on a given survivor to activate, and you've got a fairly balanced instadeath mechanic with a built in tunnel deterrent.
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@Chiky said:
Myers because of the insta mori bs addons that should be deleted. If I see a myers I just run into a locker and wait until they grab me so I hook suicide.
Playing against bubba is also pretty boring
The amount of survivors who do this when I'm playing mirror Myers and can't even tier up is hilarious.
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I agree with faster tier 1, and faster break actions in tier 3.
Tombstone add ons definitely need looking at.
Tombstone peice isn't too bad as it's fairly limiting, perhaps if it only worked on survivors who had been fully stalked, you at least then have some accountability on the survivors side and can't blindside survivors in their first chase.
Judiths tombstone should probably only work on survivors that have already been hooked at least once, or something along those lines.
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I tried out the Dredge again, but I think I borked my MMR. First game with him in months and I got a 4K, absence-volatile MMR being what it is, every single game since has been top tier sweaty SWFs.
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And another one, haven't solved it:
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Huntress
Feels really difficult to play on console, meanwhile it seems that all a PC player needs to do is equip a couple aura perks and then click on you and you die. You can dodge the hatchets you notice coming early enough but the ones you don't are just free hits, from halfway across the map, and you get no chase points, no chance to use pallets, etc. Not to mention the camping, coming second only to Bubba.
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Midwich is by far their best map. RPD and Gideon are also fairly good.
Ironically though I find Lery's and Hawkins to be quite tricky, they tend to have lockers all clustered in the middle or in awkward places. So it's not a case of it being 'all the indoor maps'.
Generally any outdoor map is "bad" but some are better than others. The better ones probably being Dead Dawg, Haddonfield, Nostromo and Dvarka.
Swamp and the original three realms are definitely the worst. I had a game on a MacMillan map the other day where they had a 3 gen where each gen was at least 20m away from the nearest locker. All they had to do was prerun when they saw me coming and I couldn't pressure them at all.
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Trevor Belmont has a perk that procs off killer stuns.
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BL1 is a pretty important equalising factor. Chase/mobility killers don't need it and don't use it, M1 killers do and it makes them more viable. It has nothing to no with map balance. You simply can't account for the disparity between chase powers like Wesker/Blight/Nurse, and slower killers like Trapper/Freddy/Dredge without it. Maps could be 100% perfectly balanced, and without BL you'd have nothing but Weskers because all the M1 killers would be impossible to play.
It is not intended for survivors to be able to loop killers indefinitely. It's a 4v1 game, the 1v1 scenario is supposed to be in the killers favour. If looping for 5 gens was reliable the game wouldn't work.
Wiggle is not meant to get you off before you get hooked. It would be pretty infuriating to play killer if half your downs never made it to a hook. It's only there to pressure the killer into going straight to a hook, or provide an avenue for a coordinated play using multiple survivors to deny the hook, after all you're spending repair time to deny the hook so it's a fair trade off.
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@bornagain234 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789169#Comment_3789169
It says a lot. First off its a whole new killer, there should be excitment to play him but I have gone against 10 killers who have rathered play killers that have been out nearly since the game released.
The problem imo is hes not fun to play. Ive already done the achivements tied to him and dropped him. I totally get why these killers I have gone against arent playing him.
Its a bad sign.
If the 15 or so survivor games I've played since the latest chapter, about 10 of them have been Dracula.
Seems rather popular to me.
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@DragonMasterDarren said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788214#Comment_3788214
DBD stopped being a stealth game when people realised how effective looping was
Try actually playing the game and learning how to use resources and play tiles instead of crouching in a bush in a corner the entire match, it ain't that hard
The game is a lot more besides running around a safe pallet 50 times.
Stealth has always been part of this game, we have perks and entire killers built around it.
Even the players who click their flashlight to bait the killer into perpetual chases will utilise stealth by crouching around a corner to dupe the killer. Which is much easier to do when the killer is on console and can't see them crouching in the bush.
It's ok to admit that filters give an advantage. We all know PC is an advatange, that SWF is an advantage. Just like everyone refused to admit that stretched res gave an advantage, brightness filters also give an advantage. Just own it.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787463#Comment_3787463
A brighter game does not make you a better player. BHVR has whitelisted Nvidia Filters and it is an officially supported program, akin to Discord. Filters, such as the use of a brightness filter, are not cheats.
Can you see details with filters that you couldn't see without them?
If yes: You can see survivors hiding who otherwise you wouldn't see, or who console killers wouldn't see, giving you an advantage finding stealthy survivors. Or you can make out the shape of the redstain easier, giving you an advantage when it comes to mindgames at loops.
If no: Then you can play just fine without filters.
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@Aceislife said:
BHVR coming through with very poor decisions again, you can still alter the gamma through your control panel luckily. The original gamma of the game is so ridiculously dark, you barely see anything in the shadows, it's black crush everywhere.
In a stealth game where your ability to hide in shadows can make the difference between winning or losing? Crazy.
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Have you tried turning up the brightness on your monitor? That's the only option all console users have.
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Got this in one game trying out a gimmick aura build of: Eyes of Belmont, Fogwise, Alert, Inner Focus.
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Only celebrities whose professional persona is already more of a character than a real person can work, and those are very few and far between.
Nick Cage is probably the only one that truly works. Danny Devito could be one, but he doesn't have any ties to horror so it would seem out of place. Keanu Reeves maybe, but again, not really a horror actor.
Going the horror route as a starting point, Sarah Michelle Geller might work, but at that point I think most people would just want Buffy instead. Sigourney Weaver would work, but again, why not just have her likeness for Ripley?
The only one I could see happening: Neve Cambell, as a counterpart to Ghostface and a compromise for not getting the rights to Sydney Prescot. But even then I wouldn't say she has the selling power on her own.
Elvira would work! But now we're into the 'more character than celebrity' ballpark, which opens the door to drag queens. I could see Trixie Mattel working, with a host of outfits, maybe a legendary for Katya. With some of the cosmetics already in the game their brand of camp would fit right in.
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I take it the other way. The only times slugging IS toxic, is either to watch survivors bleed out when you have every opportunity to hook them, or perhaps when you're down to the last 2 survivors and you slug one to search for the other without triggering the hatch.
Although the latter can have caveats if you need a 4K for a challenge, providing you're not spending ages searching for a stealthy survivor while the slug literally dies on the floor. At some point you just need to hook and take your chances.
Every other instance of slugging is fine. If there are multiple survivors in the game capable of picking up that slug, then it's fair game.
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@Leachy_Jr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787998#Comment_3787998
Because that wasnt the area of camping they wanted to nerf. They adjusted the AC system on its PTB to fine tune its balance. Now that 70s hook stages exist, the AC is stronger than they intended.
If they wanted killers to "chew through pallets faster" by reducing pallet break time by 20%, but forgot about brutal strength so you could guarantee easy zoning with that perk, would that be fine? This is the same situation.
The thing is, adjusting the hook timer to 70s is addressing exactly the same issue that the AC does. They're already trying to make camping less effective, it makes total sense to then make the anti-camp mechanics more effective.
They could well have factored this in when deciding on 70s. They would know that increasing the hook timer has a multiplicative effect with the existence of AC, so decided that 80s or 75s would be too much, and compromised on 70s.
I personally have no issues with either of these mechanics as a killer, because I don't camp.
I play in a way in which I presume a save is going to be made, I leave the hook and go straight for my next target. The only time I'm ever back at the hook is if I've done a full lap of the map, found no one and still no one has made a rescue play. It happens far more often that you'd think. It also happens that survivors go to and stage even when I'm nowhere near the hook, leading to me being caught off guard when I hook someone for a second time and they straight up die.
Change your attitudes as killers, stop relying on camping, and ypu won't be bothered by these healthy balance changes.
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Are account rollbacks not a thing?
The lack of checks on account synching is one thing but to not have the option for a simple rollback is a pretty fundamental oversight.
I'd gladly take losing a couple weeks progress over all of my stuff.
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Any ideas?
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@Ekrizdis said:
Healthy for killer absolutely awful for solo que
Healthy in this sense means is discourages camping/tunneling or rewards not camping/tunneling. That's good regardless of SWF or Solo queue.
Pop is absolutely healthy, you can only get good value from it if you make as many hooks as possible, so you're rewarded for not tunneling, and you can only use it if you leave the hook, so it discourages camping.
Pain Res is a little less clear cut. Being only active on the first scourge hook of a given survivor, it still technically works if you tunnel.
Old Pain Res was actually much better. It had a lesser effect but on every hook, so more hooks again meant better value. It also originally had info by alerting you to the gen with the most progress, which encouraged you to leave the hook to pressure that gen. But this was deemed too much of a good thing as high mobility killers could essentially instantly pressure exactly where they needed to.
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@Shinkiro said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786287#Comment_3786287
Unfortunately that means the faster killers with stronger powers that can end chases quickly and those that can pressure gens better will undoubtedly be the best and everyone else gets left in the dust in comparison. No one else would ever be worse using unless you just like playing with a severe disadvantage.
Exactly this.
Skill expression between killers would be much more static and predictable.
As it stands, killers with less mobility can use gen slowdown/regression to keep up with the pace of the game, while high mobility killers can afford to use other perks and pressure more effectively directly. You do get the high mobility killers using slowdown, which can be oppressive against uncoordinated survivors with no gen perks/toolboxes, but then you can get coordinated survivors that do have gen perks who can cope. The point is the range/variety in capabilities.
Without that, you'd just have Blights dominating with no recourse for survivors, and Trappers falling behind with no way to catch up.
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Why would that make you sad unless you only have 1 gen to go and you can see both other gens next to you?
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Playing some friendly Mirror Myers lately, intending to 2 hook everyone and then either let them go or choose 1 or 2 to sacrifice.
The number of survivors who end up dying on 2nd hook when I'm nowhere near it is alarming. I'm getting survivors giving up early too, just standing in front of me teabagging, leaving me no choice but to just kill at least 3 just to get to the next game because no one is doing gens.
Solo queue isn't bad because of anything the killer is doing. Even when the killer is literally letting them win, they screw themselves over or just give up.
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@BigBlart said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785712#Comment_3785712
right, but I specifically mentioned being fully healed, not just being tapped by any survivor at all. If you have time to stop and get healed fully directly off of hook, you’re not being tunneled, no?
A survivor can tap you and use a syringe. Full heal out of your control, no more DS.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785275#Comment_3785275
I have been playing for 4 years and never knew this.
I thought map offerings or any offerings were returned to the player if they conflict with another offering.
I thought two or more map offerings was considered "conflicting".
What is considered "conflicting with another offering" ? Occasionally at the offering screen, one or more offering is not burned and flies off the screen.
I believe if two of the same map offering are played, one of them is returned, which one is random. But if two different (conflicting) map offerings are played, both are burned and the result is 50/50.
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785122#Comment_3785122
Survivors hide at 2v1 because progressing their main objective (gens) does not translate into acheiving their objective (escaping) and therefore ceases to be the main objective.
this is my whole point. with advantages of hatch gone, they simply lost the match if they are unable to achieve their only objective. which should be fair, right? there should be no another chance they could get by being useless and griefing other people, mainly their own teammates.
In order to get survivors on gens in a 2v1, you need to make it contribute to their chances of escape.
doing all 5 gens powers exit gate switches they then can activate and escape the trial.
Slugging for the 4K is the real problem here, and it stems from this entitled attitude that if you've earned a 3K then by default you deserve an easy 4K. That's BS. A 3K isn't a 4K.
yes it is not. if the last survivor still manages to achieve their goal, they can escape. if all their teammates died at an unreasonable number of gens that you would say one survivor cannot be expected to repair by themselves, then killer clearly deserved the 4k.
Slugging for the 4K needs to go. How do you do that?
by taking their logical reason to do it and that's the risk of last survivor getting hatch.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785133#Comment_3785133
you are talking like those "consequences" will make me shake in my boots. in contrast to issues it causes, those seem mild even when you exaggerate them.
sweaty? i'd like survivors to try if they want to win, regardless of the side i'm on. also like, what survivor that wants to win the match doesn't sweat because hatch exists?
kill rate inflates, so BHVR potentially gives basekit killer nerfs to compensate
i'm not in favor of hatch skewing data just so killers don't get nerfed. i don't even like them acting on meaningless stats. for example, sm had 70% kill rate but if that translated to them as she is too strong and not just unbearable so if they just decide to weaken her instead of making her less frustrating to go against, that will be a bad idea. same thing is true for hatch, they need to interpret data wisely.
more games where people give up
i'd much prefer people give up instead of start playing for hatch. it's the exact same thing, but this way they won't take anybody hostage. normal people won't give up earlier than before if hatch is no more, trust me.
fewer survivors playing the game, so ridiculous queue times for killer
tell me about doomsday posting lol, at least i want to believe survivors don't play the game just so they can get hatch.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785134#Comment_3785134
this should accompany for sure, but getting rid of the legit reason people hide for hatch/slug for 4k is still seem a more guaranteed solution since then why would people want to waste their time?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785142#Comment_3785142
editing this, since it's clear bait.
this is my whole point. with advantages of hatch gone, they simply lost the match if they are unable to achieve their only objective.
Kinda stopped reading here to be honest, this reads as:
"Survivors should just give up when I want to win"
A 2K is not a win. You are claiming survivors should give up and forfeit the game when 2 survivors have been killed.
The game is not over until it's over. Survivors have not escaped until they are physically across the exit line, which is what makes EGC kills fair game. That's why we have things like NOED, Blood Warden, No Way Out. Until a survivor has actually escaped, they can b3 killed.
This goes both ways.
Until you have actually killed a survivor, that survivor is still in the game and should have a fair shot at escaping. You have not already won the game (4K) just because you've scored half your objective (2K).
The fact that the game mechanics as they currently stand leave survivors with no viable recourse for escaping when down to the last two survivors is a Design Flaw, it is not a Feature. That flaw needs to be address, by giving the last 2 remaining survivors a viable avenue to continue their objective of escaping instead of forfeiting being their only option.
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This is an invitation to tunnel. They want you to remove them from the game as fast as possible.
It can make tunneling a little less effective, so it could feasibly help their teammates escape. However eliminating that one survivor early still grants you the upper hand. Less of an upper hand if they didn't have OtR and DS to waste your time, but an upper hand nonetheless.
So tunneling them out is the correct play. It's what they want after all.
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Eh, I'd like there to still be some randomness and a way to incentive playing the other role.
Maybe if you were always guaranteed at least one of each role within a set of 4, so it would be purely random up until the 4th daily ritual, at which point if the other three were all survivor/killer, the 4th one would be the opposite.
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784656#Comment_3784656
Survivors can always progress the game, just that they decide not to because they think they will lose by doing it
Forcing them to participate in the game IS the way to fix this issue, and it doesn't make a single sense to nerf killers for doing their job
Players can also participate in the game by actively trying to lose, but that doesn't mean they're going to do that.
Survivors hide at 2v1 because progressing their main objective (gens) does not translate into acheiving their objective (escaping) and therefore ceases to be the main objective.
In order to get survivors on gens in a 2v1, you need to make it contribute to their chances of escape. That can't happen if the next survivor to go down is guaranteed to be slugged and therefore lose any chance of escaping. So the reason it doesn't contribute to escaping is due to one thing; slugging for the 4K.
Slugging for the 4K is the real problem here, and it stems from this entitled attitude that if you've earned a 3K then by default you deserve an easy 4K. That's BS. A 3K isn't a 4K.
A 4K should require more effort to achieve than a 3K, it is a 25% higher score. What form that effort should take is up for debate, but as it stands with the hatch mechanic in place, that effort takes the form of beating the last survivor to the hatch, which considering is purely RNG and both parties have the same information, is completely fair. It probably favours the killer more often than not.
The problem is killers have a more reliable way of tilting these odds dramatically in their favour and they've been accustomed to it for so long that the thought of thosing this dramatic advantage seems like an unfair nerf.
Slugging for the 4K needs to go. How do you do that? Some way for survivors to pick themselves up in a 4K slug scenario is the only viable way. Make it so hooking a survivor is a more reliable method than leaving them slugged.
We all know the basekit Unbreakable that was tested is a no go, but that doesn't mean there is no way of implementing it that would work. If survivors only gained this ability when all of them were on the ground, then it wouldn't affect regular slugging, and 4K slugging would be inherently riskier.
If 4K slugging is gobe or at least not the most reliable method and therefore not commonplace, then in a 2v1 scenario, it is viable for a survivor (particularly one with hook states left) to play distraction while the other does gens. This progresses the game, it allows the killer to progress their objective by potentially outplaying the survivors and downing them, just as they've been doing the whole game so far.
The killer is not at a disadvantage here, they're simply not afforded a gross advantage, which is what forces the last 2 survivors into hiding.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785053#Comment_3785053
Oh, so it is fine for Leatherface, Dredge etc. to get buffs and over-perform but it is not fine for trapper. Got it.
Thanks but you can have the words you put in my mouth back.
Lots of killers need buffs.
A permanent 2.5% movement speed increase (basically permanent Made For This) is not it.
Remember how Made For This broke the game?
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784928#Comment_3784928
My candidate for 4.7 would be this long list of killers.
-Trapper
-Hag
-Skull merchant(I would remove haste tracking from her kit)
-Xenomorph in Crawler mode
-Demogorgon
-Dredge
-Twins
-Ghostface
-Legion
-Freddy
-Doctor(Occurs when a survivor is being chased in madness 3)
-Myer's(Tier 3)You could probably put them all 4.7 m/s and they'd still just be worse then Blight and Nurse, Chucky etc.
Still worse at top MMR maybe.
Completely OP at lower skill levels.
Remember Trapper overperforms at low MMR, that's why they won't buff him.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784914#Comment_3784914
i mean, let's face it, ghostface will never be as good as blight. So Having a highest base m/s for weak killers might be good play. I think Myer's tier 3 and GF could easily be 4.7 m/s.
Myers Tier 3 maybe.
Ghostface for 10-15 seconds after marking a survivor maybe.
But with more adjustments elsewhere being necessary, such as a nerf or limitation to Tombstone add ons.
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As part of a power with limited uptime, sure.
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784610#Comment_3784610
There is absolutely no reason to give survivors another free disconnect or free hatches, both of basekit unbreakable or faster bleedout is pretty much a buff for them especially when they can choose to use it or not
In what universe is dying faster a buff for survivors?
Isn't that what you want?
Is this like when they nerfed healing and the killer mains claimed it was actually a buff to gens?
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Give the slugged survivor something they can do:
Hold the 'sprint' button to crawl 2x faster, at the cost of bleeding out 2x faster.
This gives the survivor sone sense of agency, while making it riskier for the killer to lose track of them if they want the hook score, while also giving the option to 'die faster' if that's the survivors goal.
Doesn't step on Tenacity's toes, as it can just negate the 2x bleedout cost while still allowing simultaneous recovery.
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That would make them far too powerful, they would have to be pink offerings at least, if not deemed too OP to begin with.
One side knowing exactly where the hatch is while the other side knows nothing and has to search the entire map, would be a guaranteed escape/kill depending on who plays it.
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There are common spawn locations so a lucky guess is definitely plausible.
Shack and Main Building are good to check first, even without offerings it's likely to be in one of these locations. Then outside of that you have on the top of hills or in the middle of jungle gym tiles, if the map has them. Then check the open spaces.
Certain maps have their own unique spawn locations, such as Swamp in which the hatch can also spawn at any point on the very edge of the map, particularly in corners. Likewise Gideon likes to put hatches in the corners too.
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Unless they've changed how the hatch works, you can't.
The hatch doesn't spawn relative to any players. The hatch spawn is already set when the map loads. It's already there right at the start of the game, but invisible and with no collision. It used to still have collision which allowed people to find the hatch before it had technically been revealed by walking over an invisible bump.

