Seraphor
Seraphor
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- Seraphor
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I'm anticipating something more like The Pig. Human killer, who sets up traps. Robotic traps that when triggered can track survivors, a bit like Nemesis Zombies.
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@Xendritch said:
I also was confused about this especially because all the new killer ptbs have been on a Tuesday the past 4 years.
That being said the forged in fog teaser had the same learn more text for November 1st which was the date of the ptb. So presumably it will be Wednesday, I'm not sure why they moved it from Tuesday.
Except for the 1 or 2 times it's been a Wednesday, and leaving it til 1-2 hours before isn't unheard of either
We'll either get it in just over 5 hours, or we'll know it's tomorrow.
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@ButterFlee13 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342917#Comment_3342917
Before the shake up, We have Corrupt to slow down the early game making the killer have a chance at weak beginning. Pop to play mid game.
Pain Res + DMS for slow movement killers.
Thana + Pentimento+Hex Plaything for wasting time at totem.
Now what, corrupt and pop nerfed, Pain Res and DMS nerfed, Thana nerfed.
And I literally never played any of those before 6.1 on my M1 killers. You all need to stop crutching on flavour of the month meta regression perks.
Most I ever used was Jolt and Thrilling Tremors. The former has been buffed btw! Use it!
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@DyingWish92 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344094#Comment_3344094
Ok true but how is it fun when the game ends or is 80% complete before you can make use of anything in your build??
Pressure survivors and it won't be?
Use info perks to find survivors quickly and push them away from gens.
Use chase perks to end chases quickly, make those hooks and pressure survivors off gens to help their team mates.
Use Expose perks to burn through healing and negate Dead Hard.
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This playerbase is so melodramatic.
The game is not unplayable just because you're not being carried to top MMR with meta perks.
Half the fun of this game is trying out new and interesting builds. I couldn't imagine being so boring as to run nothing but slowdown.
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Definitely not 'gamebreaking', and frankly, almost sounds like it should be a feature.
Every killer mind games by breaking line of sight, this just allows Spirit to do exactly the same thing while in phase, where she's already blind to survivors anyway.
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@Killing_Time said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3343863#Comment_3343863
It's crazy how they kill perks that could be anything other than slowdown... Yet people complain about slowdown.
WHAT OTHER PERKS SHOULD KILLERS USE THEN?
This is not about nerfing killers. It's about equalising SWF and Solo survivors.
Trying to balance killer is a fruitless task if survivors are so different in capabilities depending on their party make up, and is why balance has always been awful. It's why you stomp all over solo survivors but don't stand a chance against SWF. It's why killers have been complaining about survivors playing with their friends for years.
It'll take time for the gamestate to settle into this new format and for them to work out where killers and survivors should be.
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Once more, this is info a SWF would already have.
"My gen's at 70%, watch out for Tinkerer"
Thus, this is just levelling the playing field, which is the entire point of these icons.
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@Thralfazuz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344006#Comment_3344006
Wow the expert has appeared, what do you need, a screenshot ?
You're comparing killers from the perspective of "how to counter them" despite the fact that they actually play completely differently.
That screams "I'm a survivor main who has never played killer"
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@Thralfazuz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3343976#Comment_3343976
nurse, 2 blinks can go through anything, ignores pallets.
Wesker, 2 dashes, can't go through obstacles, may ignore pallets.
That is literally the same concept, they are the same but with small tweaks. Same thing with knight and artist, dredge and sadako.
Sounds like someone who doesn't actually play killer.
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Hate it. I often run MYC and I play for hooks. So I WANT you to get rescued.
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@IlliterateGenocide said:
Since when have m1 killers had time to kick gens
Since a subset of 'meta follower' killers started crutching on Eruption for it's noob-stomping powers. Only to end up whining about SWF's being too strong once they got carried to high MMR.
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Pop is still fine, on about 80% or more progress its as potent as it always was, and anything from 50%+ is still decent regression.
The only reason it dropped out of mass use is because Eruption was busted OP.
Ruin is just sad though.
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Eruption was never good for M1 killers. You wasted too much time kicking gens.
Run Jolt and Thrilling instead.
I almost exclusively play M1 killers and I never used Eruption.
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I have some pure info builds and pure chase builds that do me well enough.
All seeing Ghostface, with Lethal, BBQ, I'm all Ears and Nowhere to Hide.
Similar on Dredge with MYC and Darkness Revealed in there.
Or my Agi + Mad Grit builds that excell against hook bombing SWFs and quickly snowball due to mid-carry slugging.
In nearly all cases though I capitalise on Expose, either through killer power or perk. This turns healing into slowdown and negates DH.
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Yeah, I would presume from the wording that the use of a Map Offering voids the system entirely, and it just gives you a flat 1/5 chance of each of the Autohaven maps as usual.
This is only going to have an effect when no Map Offerings are played. Which should still be a bonus. It would mean that if someone played a Map Offering you didn't like in the last game, you have zero chance of getting that same map by chance in the next one. So it will decrease the times you end up on Garden of Joy, on average.
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A cyborg killer! Awesome.
Delving further into SciFi territory, Alien when?
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I feel like, once again, the nerf hammer has been hit a bit too hard.
Honestly, just the second part would have been enough. Reducing the amount of instant regression wasn't really necessary, that wasn't the thing anyone had any problem with.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301863#Comment_3301863
It requires you to sit on a Gen for 8sec to start storing token, that spend another 27sec to store. To transfer 18sec to another Gen.
Im not really good at math, but I think 8 + 27 is greater than 18.
Edit: I just realized that I replied to a long time comment.
Tbf that 8s isn't lost time, you make 8s of repairs in that timeframe.
But 27s is certainly more than 18s yes.
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The worse the ping, the farther away you can be hit. There's no one size fits all. You could still be vaulting on the killers screen.
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@Gibberish said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329668#Comment_3329668
I never said anything about the basekit unbreakable, I am just talking about the mori here.
Like, you say that it encourages slugging for 4ks, but Killers already do that. It's already a game-winning scenario without the base kit mori. It changes nothing.
Again, functionally all the base kit mori does is stop people forcing bleedouts.
The mori system specifically required basekit Unbreakable to function. Otherwise slugging becomes the killers main objective instead of hooks, which utterly breaks the game.
You could have basekit Unbreakable without the finisher mori.
You can't have the finisher mori without basekit Unbreakable.
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Unless I have a challenge that somehow requires it (rare) I really don't care. (Like I can only think of something like "kill the obsession" and they happen to be the last one alive, and even then I probably wouldn't put myself in that position to begin with, not intentionally at least)
Give me that 50/50 for the hatch, and if the survivor gets it, fair play.
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@Gibberish said:
I dont know what people are talking about when they say that the Finisher Mori encourages slugging or gives the Killer free wins.
If the Killer has every Survivor downed/hooked/dead, The killer has already won in that situation, even without the Finisher Mori mechanic.
Literally all the Finisher Mori does is stop people from stalling the game by forcing bleedouts.
Killers cant deliberately bleed out the last Survivors out just be be an ass to the Survivors anymore.
Survivors cant crawl to a corner where the Killer either cant find them or cant reach any hooks to deliberately bleed themselves out just to be an ass to the Killer anymore.
The mori system that was tested requires the killer to get a 4K to use it. That's why it encourages slugging for the 4K, it's really that simple.
The only way to guarantee a 4K is to slug, anything else you're allowing for the possibility of the last survivor escaping, and you fail to mori, which under that system came with a massive BP score. And that would be absolutely fine, killers should have to work for the 4K. But you give them the option of not working for the 4K by making it guaranteed, and they'll take it.
This means the optimal strategy is to camp/tunnel out two players first, slug the 3rd, and down the 4th before the 3rd can get back up. If the 3rd get's up before you can down the 4th, rinse and repeat in relay until they're both down at the same time.
This could potentially last much longer then the 4m bleedout timer, and while this is happening, the chances of one of those survivors getting any repair progress done is virtually non-existent. 45 seconds is quite a long time when its just two survivors left, one on the floor and one in a chase. So the basekit UB isn't actually helping prevent the 4K slug in this scenario, it's just giving the killer a moderately safe timer within which they have to check up on one of the survivors.
What the basekit UB does do, is penalise killers in every other part of the game. So the ones that want to slug for the 4K are absolutely fine under this system, but the ones who are using slugging moderately here and there, when appropriate to apply pressure, are losing that ability.
- Survivors that divebomb the hook for a rescue no longer have to fear getting 3 of them slugged, because by the time the killer has carried one of them to a non-sabotaged hook, the other two pick themselves up while the fourth carries on repairing.
- Survivors running Boil Over can safely run to a dead corner with no hooks in range, and the killer can do nothing to stop them getting up for free while the other survivors repair gens.
- Survivors who go down under a pallet become off-limits to the killer. The killer is forced to choose between getting pallet/flashlight stunned, or leaving that survivor to pick themselves up.
- Any other instance of slugging no longer requires another survivor to come to their rescue, halving the killers pressure in general, and allowing 30-50% extra gen efficiency for the team as 1/3 or 1/2 survivors are now on gens instead of rescuing their team mates.
On top of all that, it essentially forces survivors to run Unbreakable as a new ultra-meta perk, because halving this 45s timer is way too powerful.
This is just a massive buff to survivors, in particular SWF, and doesn't do enough to prevent slugging for the 4K.
It's the equivalent of killers demanding basekit NOED because of survivors teabagging at the exits instead of just leaving.
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Yes, it was always my favourite indoor map.
Will always hate the fact that I saved up dozens of NHL ID badges that I planned to use every game during the last couple weeks it was available, and then BHVR surprised us all by deleting the offerings two weeks early...
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329409#Comment_3329409
I was talking about the, presumably, reworked system.
It would really have to be significantly reworked.
The closest I could see working would be:
You only gain the ability to pick yourself up off the floor when all survivors are downed, which obviously then deactivates the second a survivor does pick themselves up, giving the opportunity to only one survivor at any given time. This prevents 4K slugging (instead of just making it a bit more difficult, alongside making all slugging more difficult, even when valid) because as soon as you down the last survivor, another one pops back up.
And for the mori, it should be an option that's available only for the last remaining survivor. Basically basekit Yellow Mori offering. This would further disincentivise slugging for the 4K, because the killer would have a bit more of an upper hand in the race for the hatch, in not needing to deal with DS or Boil Over.
Together this would remove any strategic advantage to slugging the 3rd to find the 4th, because either way you do it you will always have one survivor up and able to jump in the hatch should it spawn at their feet. The game for the final remaining survivor then becomes a 50/50 between Hatch/Escape and Mori, making Mori's much more commonly seen.
I wouldn't even say that would be the same system they tested reworked, it's something completely different.
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@dspaceman20 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329400#Comment_3329400
Why would i want to bless a hex. That's way too much time investment for something that can be permanently snuffed out
A trade off would be reverting it back to a 14 second blessing.
Either way, in order to remove the Hex, it should cost the survivors that totem. The fact that they can remove a hex and get a free unlimited use boon out of it is the problem.
Doing this would finally put Hexes and Boons on equal footing.
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I hope not, it was an awful system that rewarded slugging for the 4K, and removed any and all end-game crutch plays, which can be the most exciting part of the game. It turned the game into a whack-a-mole simulator that ended too abruptly, and ultimately removes gameplay options.
Simply wishing you had Unbreakable equipped for a certain game isn't a good enough reason to want to implement this.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329398#Comment_3329398
Except it isn't. That's part of the misconceptions. CoH isn't actually that much stronger than Botany in its current iteration because of how much more conditional it is in comparison. There's loads of timeloss involved with the use of the perk that other healing perks don't incur. They're not one-to-one comparable.
Playing with and against CoH, in practice, this perk is way weaker than what people on the forums make it out to be. That's not to say that it isn't a strong perk, but it's not some grotesquely overpowered game-changer.
Survivor time is also not comparable to killer time. The 14 seconds to set up a boon can either be crucial or negligible depending on circumstances including gen and totem placements, and the current health/hook state of the game.
Many games have been won entirely due to CoH. Where survivors have a safe zone they can run back to. Not merely individual survivors who have the ability to run away from objectives to heal up, but any and every survivor has the equal ability to do so, all for the cost of one perk. This is far more powerful than individual healing capabilities because it means they can run relays between healing and repairing, ensuring there's as little downtime on either action as is possible.
In order to do this without CoH, every survivor would need to dedicate some of their build to healing, with CoH, only one needs to do so.
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@Sonzaishinai said:
A bad idea stays a bad idea no matter how long you ask for it.
If there is only one boon that is a problem you don't need to make a perk that weakens all boons as a basekit. You nerf the boon that is a problem.
Which they did, and will do again if it still is a problem
Or you buff the other boons up to that level so you can nerf them all equally. Perks that cost the same resource shouldn't have wildly different potencies.
This is a pretty good idea for the base functionality of hex-boon interaction. If a Hex totem is Blessed, then when it is snuffed, that totem is destroyed.
Bless a dull totem, it's safe. Seems like a fair trade off to me.
As it stands, Shattered Hope is a dead perk, because you can't dedicate 1/4 of your build to the off-chance the survivors have CoH in a corner. This is just as unreasonable as saying "just use voice comms" as a counter to Eruption. But if this feature was built in with already functional Hex perks, then it's more in line with using Empathy as a counter to Eruption, you're getting some use out of it anyway.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329391#Comment_3329391
But this was always the trade-off. CoH doesn't change that any more than any other healing perk does.
Except it's four times more potent for the cost of one perk slot...
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329314#Comment_3329314
Inner Healing being the ONLY one, though. Solidarity saw no use, Second Wind saw no use, in fact, healing perks were rarely picked at all before CoH, barring Inner Healing and Self-Care. Even Botany rarely saw any use.
It's eliminated hit and run tactics from killers, which forces more camping and tunnelling.
On paper, yes, in practice, no. Because CoH doesn't just reduce healing time by an invariable amount in most cases. Same misconception popped up in another thread the other day about how CoH is the only boon that wants to be away from the killer, and that's incorrect.
Second Wind definitely saw use, although We'll Make It is probably the most common conditional healing perk, and is still in use now.
CoH definitely has a significant effect. It forms a safe zone survivors can run to to heal, and if killers try to follow and continue that chase, they give up all their gen pressure, putting them in a lose-lose situation. You either take the bait and score a down which costs you a gen which is not a fair trade (you need at least 2 hooks per gen on average to make ground as killer) , or you defend the gen and the survivor heals up, temporarily resetting the gamestate.
The core problem is that, as others have mentioned, killer has 4 perks ad survivors have 16. It is an asymmetrical pvp game, where one side is weaker, but has numbers on their side.
In general, killer perks are worth more than survivor perks, that's how it has to be. But CoH is on par with the power of a killer perk, being that it invariably benefits all four survivors for the cost of one perk slot.
Every other boon is much better balanced, in that they work best when in a vulnerable position, giving the killer the opportunity to enact the design counterplay to the perks by snuffing them out (repeatedly). The counterplay to CoH however is too costly because the killer is forced to give up too much to implement it.
It would be like the only counter to NOED was to cleanse all five totems after it's activated not just the one totem it ignites. That's far too costly for the survivor side to deal with.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329232#Comment_3329232
However, IMO they should just cap healing Speeds to a minimum time required (same with how much Slowdown a Killer can bring). So that you can still use Perks with Medkits, but avoid things like 4 second Self-Heals when you stack all the Healing-Stuff. This would also mean that individual Perks can be stronger, because pairing them with other Perks will not grant insane Healing Speeds.
That'd just massively flatten builds.
Honestly, super heal speeds aren't even that big of a deal. Most of the time it barely comes into play at all. Healing is way more conditional than people realise, and it saves way less time than people think. There's a reason the conditional healing perks get no usage.
Even CoH is not that much of a threat anymore. It saves a ton of time on paper, but not in practice.
Conditional healing perks got plenty of use before CoH came in and obliterated the competition.
Inner Healing used to be considered a decent perk.
Now CoH does the same thing, infinitely, for all four survivors for the cost of one perk slot.
It's eliminated hit and run tactics from killers, which forces more camping and tunnelling.
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@RainehDaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324215#Comment_3324215
You're assuming that not seeing the map offering won't just move the feeling onto the maps themselves once you load in, which is a big ask. If it's Garden of Joy for the fifth or sixth time out of ten games, people have clearly been playing map offerings. Especially if you start seeing a secret offering every time you go to a certain map (or if someone's playing their own offering and goes somewhere else)
And also assuming that everyone's issue with map offerings is "Oh it's going to be sweaty" and not "I hate this map and we're here again". Hiding map offerings does not fix the latter. Hiding map offerings does nothing to address the underlying ridiculous imbalance in some maps, the imbalance in offerings between two sides, or the nonsensical existence of sacrificial ward (where you won't even be able to tell if it did anything).
Seriously, 'just hide map offerings' does nothing to address the majority of problems, makes it worse to try and determine if there is a problem somewhere, and all for assuaging some players' getting tilted on loading?
Map offerings are fun.
No they aren't. There are 18 realms still in the game, and playing 2/3 of your games on a selection of about five because those are the ones that keep getting offerings burnt isn't fun. Map Offerings are fun for the person burning it, but if you just want to go somewhere randomly where nobody has anything planned, they're the opposite of fun.
I've found myself on Dead Dawg 5 times in a row, despite no one playing map offerings.
I've considered playing Mary's Letter as Dredge, decided against it, and then ended up on Midwich anyway, and lost.
I've played a map offering as killer, while someone else has played a sacrificial ward, ended up on a survivor sided map, and won.
I've played a map offering as killer, while someone else has played a sacrificial ward, ended up on the same map anyway, and lost.
They do not determine the outcome of the game, and they are still all potential destinations, even without map offerings in play. This aversion to map offerings is entirely psychological, and irrational.
I play map offerings when I want to go to a specific realm, for whatever reason that isn't just "I want to win harder", I've already mentioned them so I won't repeat myself. But I'll also play map offerings for specific killers. Game for Pig, RPD when I play Chris. Midwich when I play Cheryl, etc. because it's fun. I want to play my favourite characters on my favourite maps, and maps that suit them. That is fun, that's what fanservice is all about, that's why these characters are in the game to begin with.
These things are what fun is actually about. This is why we play videogames. Not to tear our hair out and scream at people over the internet for being #########. Reevaluate your life choices if this is what you are doing.
If these things are not fun, then why don't we get rid of all variety in the game? Delete all the licensed characters, make every map identical, then everything is fair.
The reason you don't find them fun, is because you're determined not to have fun in DBD. Your attitude is all about winning or losing, about "that isn't fair" and "this needs to be fixed so I can win!"
This game is just so much more enjoyable if you don't have a salty attitude towards it. Everyone is playing the same game, everyone wants to have fun, everyone wants to try to win. But you have to accept that you can and will lose games as well.
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@MyelinXCVIII said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324220#Comment_3324220
Honestly, the idea of making them hidden offerings never occured to me but I think that could be a good idea.
Aside from the balance issues though, it is frustrating having so many map offerings take up what could've been add-ons, items or BPS. It's an issue that is just going to get worse as more realms are added. I guess they could group multiple realms together into a single offering but even that wouldn't fully address the issue.
I would like to see more combined map offerings.
Mainly I just wish new original maps would take place in existing realms, flesh out Red Forest, Yamaoka and Crotus Prenn a little more, and give us multiple maps for the more recent realms.
They've unfortunately backed themselves into a corner with all the new maps. Since Dead Dawg, every new map has been a new realm, and it does make them feel kinda oversaturated.
I like how unique maps get their own offerings, mainly the licensed maps, but I suppose Lerys is in there too. But when the maps end up being slight redesigns on previous layouts, like Eyrie, Garden and Borgo, it seems like a waste to stick them on their own.
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@ondrasko said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323317#Comment_3323317
well I played a game where the killer was cool and I wanted to know that guys name. So is there a way to find out the guys name ?
On the scoreboard at the end of the game, where you can see everyone's perks.
If you leave the game at that point, it's gone, you missed your chance.
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The Obsession exists purely for Obsession perks.
There's no need to make it a basekit mechanic.
It was only added to every game because without an Obsession, players would know there were no Obsession perks in play, which includes Decisive Strike, a perk that works as a deterrent.
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@MyelinXCVIII said:
Remove them all and replace them with Party Streamers. Everyone's happy except the one person who still plays Scratched Mirror Myers on Lery's.
You just created this topic:
@MyelinXCVIII said:
BHVR hid Grades because they weren't indicative of skill level, fair enough, but now similar things are happening with prestige level.
Lobby dodging P100 survivors isn't uncommon. Frankly, when I play killer I don't want to know their prestige, I already hide usernames because I don't want to see TTV in the name or if they have some sort of "clan tag" because I know that seeing that would affect my playstyle.
I bring it up, because you've done something fairly unique and mature among DBD players. You've taken responsibility for your own psychological state and how it affects your gameplay.
Instead of lobby dodging TTV's and clan tags, you've hidden names so that seeing them doesn't affect your performance. Despite that fact that these are clearly indicators that these are probably higher calibre survivors with a higher likelihood of having more hours in the game, and a higher likelihood of being a SWF and using communication.
These are probably more influential on the outcome of the match than the map you play on.
So why not apply the same attitude towards maps offerings?
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"Every time I see a map offering, I know the game will be unfun."
You've hit the nail on the head here. It's a psychological issue. Seeing the map offering is a trigger event for players, because they associate it with an intention to play sweaty or bully.
Making map offerings hidden would prevent this.
The map offering itself is not as big of a factor. There's no guarantee that the lack of a map offering with place you on a map that's favourable to you. There are enough 'killer sided' and 'survivor sided' maps out there that you basically have a 50/50 chance of ending up on a 'good' or 'bad' map anyway.
If ending up on Garden of Joy with no map offering is not a problem, then why is ending up on Garden of Joy with a map offering a problem? Because of the psychology of showing the map offerings before the game starts.
Not least, people can play map offerings for a whole host of reasons.
Myself? Firstly, I will play an indoor map offering if I'm playing Mirror Myers or potentially Ghost Face. This isn't giving me some unfair advantage, this is making those killers/builds viable to begin with. These builds would be virtually pointless without the use of map offerings.
Secondly, I tend to throw on a map offering as a solo survivor if I don't have any decent bloodpoint offerings. It's not always Garden of Joy, it could be anything that I feel at the time I'd like to play on as survivor, usually something that's considered' survivor sided', but as a solo player, it generally doesn't actually increase my odds of survival all that much, because player skill and coordination are still much, much bigger factors than the map you end up on. If anything, it might make it harder for me to survive, because of the psychology. Maybe the killer sees my Yamaoka realm offering and thinks "oh it's a SWF, I have to sweat". When in reality, I just want to play on Yamaoka because I like those maps from a survivor perspective.
Thirdly, is dailies or challenges. If I have to 'fall from a great height' then I'm playing a map offering that has a second story. I'm not expecting to survive, I just want to get my challenge done and die. If I have to destroy x pallets then I'll play Jigsaw piece as an M1 killer so I can break all the pallets and probably let most if not all survivors go.
Lastly, I will play a map offering just because I want to, because it's fun. I play Ormond when I play as Snowman Dredge because it's thematic, despite the fact that it's probably one of Dredges weaker maps. I play RPD because I like RPD, even if it can be a nightmare to navigate. This idea that "map offerings are not fun" is completely backwards. Map offerings are fun. What's not fun is playing the game from a min-maxing perspective, playing with the pressure to win every match instead of accepting that you will and should lose around half your games, and playing sweaty and assuming everyone you play against only wants to play sweaty. These attitudes turn maps from a form of variety and atmosphere setting in the game, into a tool to use to either win or lose.
None of these are bad or unfair reasons to play a map offering, and I would wager that most map offerings are played for these reasons. The "SWF bully squad playing Garden of Joy to teabag the killer at the exit gates" is a minority. It exists, and it's probably far more prevalent at the top end of play, but it's not the majority of map offerings used. But it's the psychology, that any map offering played must be a "SWF bully squad playing to teabag the killer at the exit gates", is the problem.
Map offerings actually are not that strong. The outcome of a game is not decided by the map you end up on, otherwise certain maps would have wildly different kill rates, which is simply not the case. Eyrie did have a lower kill rate, and it's getting reworked because of it, so these things are sorted out. I have won, and lost on every map, as every killer, at some point in my time playing DBD. Other factors, like team coordination, items, perks, add ons, and sheer luck of making the right play at the right time, are far, far more impactful to the outcome of the game, than the map.
They are on par with every other game-state altering offering. Shrouds, Oaks, Reagents, Coins. I've probably been screwed over by a purple Oak more than I have a map offering, or a Shroud allowing survivors to knock out the first gen in 20 seconds.
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Agreed. Almost every solo survivor game I load into where the killer has Eruption, ends up in an unwinnable stalemate at the final gen, where we either hold the game hostage unable to repair any of them, or we give ourselves up.
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When I play Trickster:
- Can't hit survivors, recoil sends my knives in a 180 degree direction away from the survivor I'm looking at.
- Run out of knives in 1.5 seconds.
- Main Event happens when I least need it, usually when I'm taking a ######### or doing laundry or driving to work.
When I play against Trickster:
- Every knife lands directly on my butt, sometimes around corners!
- Seemingly unlimited Knives.
- Always in Main Event!
But, I'm on console. Where it's well known that ranged killers don't work because you can't have seperate sensitivity setting for turning and aiming, and there are no deadzone settings.
As opposed to PC, where ranged killers = click on survivor to kill them.
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Hiding the Hatch offerings would be broken. SWFs would play them, know exactly where the hatch is and killers wouldn't have a clue.
What should be hidden, is Map offerings. This triggers so many players and games would be much more chill if people just assumed the map they were on was via RNG, because it could be. The lack of a Map offering doesn't mean you're going to be on a favourable map.
Then add the Shroud offerings from each role to each other, so both killer and survivor have all of the Shroud options, making some of them actually worth running.
Now a hidden offering could be a map, a mori or legitimately a shroud, and no one would know.
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Because they're basically different games made by different people.
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Good news is both these issues should be fixed with the new map layout on Tuesday.
The Gates being in line of sight is due to having such long side walls on a map that is so long and narrow, as potential gate placement can be on the same wall but still be far enough away to be 'valid'. And likewise, gen placement is limited when it's so long and thin, which currently makes it very easy to defend the middle gens and force survivors into repairing the most distant ones first.
The new map is more square, but also more irregular in shape. More like Thompson House, Temple or Purgation, or Garden of Joy.
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@HugTheHag said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323620#Comment_3323620
I mean, I'd take a sweaty fair match over being stomped on repeat. Surely that would be an improvement.
And if it was a toggle option that you could activate or deactivate, if it turned out to be lower quality matches, it could be turned back off.
"Surely that would be an improvement."
Empirically, it wouldn't, because it was tested.
Also a toggle option for matchmaking setting, like any additional viables, would only make matchmaking worse for everyone. You're shrinking the potential pool of matches for everyone who is using different settings. Instead of waiting 10 minutes, you'll end up waiting 20, and those who want the stick with the current settings, instead of waiting 3, will be waiting 10.
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@HugTheHag said:
I'd genuinely love an option to turn off fast queues and have fairer matches.
I wouldn't mind tabbing out to youtube for a minute or two to get an actual good match.
Only problem being "an actual fair match" is likely a sweatfest.
When they trialled different matchmaking conditions last year, players didn't like the closer matches. It was too sweaty, AND it took too long to find a match.
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Swamp or Garden of Joy, especially if we're factoring in the inside of the house.
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Just get rid of all offerings except Bloody Party Streamers.
Also get rid of all add ons.
And delete Myers and Ghost face.
And delete Eruption and Dead Hard.
Then we can finally forget all about fun.
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@faithfulknight said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323329#Comment_3323329
That's it? All the other addons are untouched? Lol. I guess I'll be farming green addons then.
"That's it?"?
That's some pretty fundamental changes.
Longer patrols are now worth setting instead of just dropping at a loop. With faster guards and haste.
Survivors don't see the orb.
5% regression!
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Almost every solo game I've played where the killer has Eruption has ended in a stalemate on the last gen. No matter where they are, it could be the best possible 3 gen set up for survivors. It's usually a Knight or a high mobility killer, who kicks every gen, chases a survivor away from gens, and pressures until they get a down, inevitably getting at least one Eruption debuff, and repeat. Unless you have four survivors coordinating well it's almost impossible to keep up with the regression and stay alive.
Even if you have the best possible scenario of three survivors each one a gen each, and one being chased, That survivor get's downed, triggering 40 seconds of equivalent regression. A hook is made and a rescue required, heal up time, eventually tap the gens, but the killer does their patrol and kicks each gen again, and repeat.
Most recent game was just now. Mothers Dwelling, gens miles away from each other. Three survivors alive, one gen remaining. We never got a single gen to more than about 50% despite running the killer all the way around the map, with some chases lasting 30-40 seconds. We're pre-running and holding W, trying to buy tie for team mates, but you're still stutter-repairing because you don't know when the down is coming, and it always comes when you're touching the gen, even if it's for a split second.
This btw was almost a like-for-like repeat of a previous Knight+Eruption game on RPD, which itself was exactly the same as Knight+Eruption on Gideon. I might end up just unaliving myself every time I see the Knight from now on.
"The game shouldn't be balanced around solo players."
No, the game itself has to be viable against a SWF. But you don't design perks or mechanics that inadvertently affect solo survivors more than they affect SWF. Eruption is a mediocre perk against SWF that inflicts 10% (9s) regression per gen (so why would you run it?) but it's absolutely oppressive against solos where it can inflict the equivalent regression of 40s of repair (44% of a gen!) or more if survivors are stuttering or refusing to repair in anticipation (oh that's why).
As a killer, I refuse to run Eruption for this very reason. And I consider any killers who do use it as cheap as facecamping Bubbas, they're clearly only looking to stomp all over solo survivors. Ruin Undying was better (and fairer) than this.
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322966#Comment_3322966
if for you a survivor who made a mistake with time and can still blind the killer, this is fair
the killer who was not mistaken, but still does not get anything, this is normal
it's called double standards
I don't think you understand what latency and ping are.
The survivor is no longer attached to the gen. You can't grab them.
It would be a double standard if the survivor could let go of the gen and still get grabbed afterwards.