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Seraphor

Seraphor

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Seraphor
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  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322928#Comment_3322928

    nice logic, when for 6 years there were cases when the killer struck, the survivor screamed, but did not receive damage, then this is fine, but when the survivor simply does not want to let go of the generator when the killer is nearby and will be punished for this, then this is unfair

    This is called 'Whataboutism'. No, that's not fine.

    It used to be worse than this.

    It used to be that you initiate the grab animation, but the survivor has already let go, and you just stood there, stuck in animation, unable to do anything for 2-3 seconds.

    Now at least you still get a hit in.

    And if the survivor actually does not let go of the gen, then guess, what? You get the grab!

    Fact is, if your grab turns into a hit, that's the result of the survivor correctly timing the moment they let go, the disjointed animation is a result of your connection quality, and in either case you come out on top, you either get a grab, or you get a hit. There is no problem here.

  • @Clockwork_Enigma said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322477#Comment_3322477

    But if Killers initiate the grabbing process, they should always be able to grab Survivors off of the objective that they were going for on principle. "Failed grab = hit" means the grab has to have been initiated at some point.

    And regardless of that, you still need to consider the fact that a "failed grab = hit" scenario means you just got screwed over by getting a hit rather than getting a grab you deserve.

    In my honest opinion, "if grab animation initiates = grab", no ifs or buts about it, hence the need for a buffering system.

    You've heard of ping right? Latency? Hit validation?

    Just because you get the grab on your screen, doesn't mean the survivor hasn't already let go before they were grabbed.

    If you make every grab guaranteed from the killers perspective, then survivors get incredibly janky occurrences where they let go, run away, and then get yanked backwards into the killers arms a second or two later.

  • I wouldn't mind this providing it took survivors time to lift up (say 6+ seconds) so it has to be done prematurely and serve as innate slowdown, while killer can close them off in -2 seconds, like snuffing a boon, or even by hitting the prop like Dredges locks.

  • No.

    Killers already get a "failed grab = hit" clause. So unlike blinding which either happens or it doesn't, killers can often score a hit instead of a grab.

  • "Just make SWF impossible"

    Ok, so we're going back to 2016 before SWF was a thing, where friends lobby dodged until they ended up in their friends lobbies.

    "2 or more enter a different queue"

    So how does a 3-man SWF work? ... Where is the 4th survivor coming from?

  • YES PLEASE

    Just the perk I need to complete my GoKart GhostFace build.

    Almost useless on most other killers but GhostFace needs to go fast!

  • It's not based on when you log in, it's based on when you enter the lobby. However, the bonus may only appear visually when you enter the lobby from the main menu, not necessarily when you re-enter after leaving the previous game. It's possible to receive the bonus without seeing the +100% in the bottom corner this way.

    That said, I'm sure there's still a whole host of bugs and exceptions, but this is how it's understood to work currently.

  • @CosmicParagon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320727#Comment_3320727

    Why the ######### is there even an MMR system then if the matchmaking can just say "######### it" and ignore it entirely?

    Would you prefer to wait 5-10 minutes every time someone leaves the lobby?

    The Matchmaking system is this way because it was tested on live servers and this is the system everyone preferred.

    They tested several combinations of time and MMR range cut offs, and just flat out no MMR at all, for a few days at a time over the space of 2-3 weeks. They kept the exact parameters secret but told us when it was changing, and gauged responses via feedback. A balance between match accuracy and wait time had to be made, and this is the one that was most favoured by players.

  • @sanees said:

    I do not see anything realistic in these statistics

    1 hook is always at least -2 generators

    and by the way, where is the hyperfocus in statistics that allows you to make solo generator in 60 seconds?

    Presumably it's all averages, average time for a gen, average time for a hook. Because the first couple gens are always faster than the remaining gens.

    Would be nice to know what those averages are though, without scale, it's all just conjecture.

  • What is the last graphic supposed to indicate? And why is it one gen and one hook less than the others?

    Like the first three make sense, and then you seem to arbitrarily move everything around in the last one. Why is adding gen perks removing an entire gen instead of reducing the time each one takes?

  • Was the hatch escape immediately after the unhook? Because that would make it suspicious.

    Otherwise it could just be lag, they unhooked themselves a half second before they went 2nd stage, but you didn't get the unhook notification until after they would have gone 2nd stage.

  • Honestly, just speed up crouching and ambush a little. Using her add ons that do this basically makes were completely fine.

  • Also, delete Scratched Mirror, Vanity Mirror, and Ghost Face from the game.

    Those require indoor maps to use effectively.

    Also, delete fun. I don't understand why people try to have fun in this game, it's only meant for sweating.

  • @Phasmamain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322205#Comment_3322205

    So nurse should be allowed to guarantee midwich while survivors can’t choose?

    That seems kinda stupid

    I'm talking about a hypothetical scenario where map offerings were always killer exclusive. In such a universe, maps would have to be balanced so that killers weren't OP on certain maps from the start.

    I already said, it's too late to do that now.

  • Candyman and Alien would be my preferred licenses, no idea what's likely from a prediction standpoint though.

    Still waiting on that Spider Killer from the archives though.

  • @Little_Kitten said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322181#Comment_3322181

    Even if your proposal makes sense in relation to the lore of DbD, it would be, from a fairness point of view, unfair that only the killer could have the opportunity to choose the map 😣

    On the other hand, I hope that one day, these offerings will be reworked, and will have the opposite effect.

    It's only unfair in perspective to the current state of the game allowing survivors to use them.

    This is an asymmetrical game, killers get advantages survivors do not, and survivors get advantages killers do not.

    Survivors can't see who the killer is, and for good reason. Similar logic could apply to the killer having exclusive rights over the map they play on.

    By all means this could be balanced by giving survivors other powerful offerings, like them having more effective versions of Mist, Oak, Chest and Survivor spawn offerings.


    It can also be seen as unfair that survivors get four offering slots to use versus the killers one offering slot, and yet they're all of equal power. Killer has to choose between Map, BP or game-altering offerings, survivors can stack all of them.

  • Survivor mains don't like taking responsibility for their actions.

    Can't hook me build = asking to be slugged.

    Bodyblocking with BT = asking to be tunnelled.

    Crowding the hook = asking to be camped.

  • The FREE rewards aren't the same quality as the new ones you need to buy or earn through the event? Weird.

    Also, Prime rewards are intentionally lackluster because every time they're not, everyone complains about them being locked behind Prime, and FOMO and predatory marketing tactics.

  • If there's anything survivors hate more than 4 slowdowns, then it's any other perk that also inconveniences them.

  • Map offerings should have been killer only from the start (and hidden). You're in the entities realm after all. Bit late now to change it without an uproar though.

  • So? If people DC for stupid reasons, write off the game and try it in the next one. Killer Adepts aren't going to be so hard that you need the stars to align anymore, it'll happen in less than 5 games.

  • @kingcarl2012 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321952#Comment_3321952

    Tbf I disagree with the fact that they are useless, far from it in fact. I will accknowledge they are weaker overall, but I definitely dont think they should be combined.

    They both do the same thing, show auras. One shows auras of things, the other shows auras of players and one other specific thing.

    It's like having a Medkit you can only use on yourself, and another item, a Bandage you can only use on other players. Or a Toolbox you can only use on gens, and a Wrench you can only use to sabotage hooks.

  • Yet another plea bump to make Maps and Keys useful again.

  • With how easy killer Adepts are about to be, I don't see why. It'll only take a few games to get a 4K when you get your quota of potato survivors. Otherwise the Adept meta will just be camping until survivors DC to spite you.

    Survivor Adepts shouldn't count killer DC's either btw.

  • I assume it was to encourage players to go back and purchase Leon/Jill if they hadn't already done so.

  • @Stabby_Widdershins said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321758#Comment_3321758

    Except your forgetting about time economy.

    Survivors can boon a totem AND do gens. So they don't lose out when booning.

    Killers, on the other hand, cannot Snuff and patrol. Or Snuff and chase. or do anything involving 2 actions. So, with your change, they would be slowed, have to slowly find the Boon, and then Snuff it. Or leave it and have Survivors drag them towards it in every chase. Lose/lose.

    Plus, Survivors can re-boon forever. So even after they waste time snuffing; Survivors just re-boon, and Killer is slowed in that area again.

    PLUS, what about multi-level maps? Killer gets slowed 1 floor down, has to find stairs, go up, re-enter the slow zone, find it, and snuff it.

    No thanks. It's fine as is.

    You realise that speeding up survivors by 2%, and slowing down killers by 2%, is functionally identical in a chase right?

    This would be a slight buff to application (use but not potency) with a big nerf to longevity (telling the killer when and where it is)

  • @Stabby_Widdershins said:

    Uhh, Boons are already so Survivor-sided that the Killer loses if he snuffs and loses if he does not. Survivors don't lose anything by making boons.

    No need to make it shaft the Killer even further. Dark Theory is fine as-is.

    Eh. Dark Theory isn't fine as it is. It's a very awkward effect to balance. Too slow and it's virtually worthless, too fast and it's broken, with no real middle ground.

    This idea could actually be something that gives it a suitable middle ground. As long as the relative speed difference is the same (makes killers 2% slower), then it would A. get slightly more use out of it and B. make the killer more obviously aware of it's presence.

    Then it wouldn't be a stealth speed boost that doesn't really do anything, it would be an obvious debuff that gives the killer a clear indication that it's in play, and thus the informed choice as to whether to snuff it or not, as well as giving a 'Whispers' style way to locate it.

    I think it's actually a far more balanced form of the perk than it currently is, giving fairer pros and cons.

  • @not_requested49 said:

    Steps:

    1. While carrying a survivor, if last gen is done, drop him if you were not carrying him for long

    2. Down instantly

    3. Adrenaline now gone :)

    Not really an exploit, just good game sense. A bit like using old DH to whiff killer powers. A mechanic that probably needs fixing but any players using it this way are completely valid while it exists.

    They would have to rework Adrenaline to fix this, likely involving Endurance in some way.

  • I thought there was a log in bonus today? Nurse outfit. I didn't get anything

  • I don't blame you for forgetting that "Hoarder" is a perk that already exists.

  • I like this idea. It's effectively removing faster gen speeds and reducing regression impact, but only in relation to each other.

    Survivors won't be able to rush gens as quickly, which means regression should be more effective.

    Except regression would be less effective, so killers won't be so inclined to rely on it.

  • Even if it gives an advantage, it's not a major one, it's one that benefits lower skilled players more than higher skilled players (those who aren't good at dealing with 360's etc.), and it's just the sort of 'counter buff' to tackle the increased efficiency survivors will get from the new action icons.

    Killer is simply uncomfortable and disorienting to play with 87 degrees of view. Expanding it to a more comfortable range via a slider is a much needed QoL change, motion sickness or otherwise, and now is the perfect time to implement it given the sort of survivor buffs that are coming.

  • 40 seconds more or less equates to "once per chase" according to average chase durations. Which I don't think is too unreasonable.

    Considering it could be blocked by Distortion, you don't regain Distortion tokens in a chase, so in order for Distortion to be an effective counter, once per chase again seems reasonable.

    I would maybe add in a special clause of "recharges instantly outside of chase", so if you drop chase you get it back for the next one. But while in chase, you get it every 40 seconds.

  • @arcticgirl36 said:

    @AssortedSorting, I dont think legendary items should show up in bloodwebs. You should have to find them in game.

    Also, I think we have established in this thread that legendary items should not be super OP, but rather something fun or interesting to use to make the gameplay more enjoyable.

    So something more like event items outside of events.

    Flashlights with a different shaped beam, Medkits that give you a speed boost, Toolboxes with fireworks, Firecrackers.

  • @arcticgirl36 said:

    Seraphor, if that is the case, legendary items would have to show up perhaps only once every 100 games. Also, killers would be able to find legendary items too. They are not just for survivors. It is just an idea I had to mix it up and make the game more exciting instead of finding the same brown toolbox game after game, there would be hope for something epic. Plus I dont think they should show up in the bloodweb. You would actually have to search for them. So they would be like a tertiary objective.

    How do you enforce "once every 100 games"?

    It only shows up on Bloodweb 50 at Prestige 50 and that's the only time you will ever get a chance of getting one?

    If it's even as common as once every 50 Bloodwebs, you will still see it every 2 or 3 games at a high level. I did an experiment trying to see how many Scratched Mirrors and Indoor Map Offerings I could get for a Mirror Myers build. In 100 bloodwebs I got 4 Scratched Mirrors and 3 indoor maps. But that only took me about 10 games worth of BP.

    For it to be "once every 100 games", it would need to be once every 20 Prestiges at the very least.

    If it is as rare as you want it to be, how effective would it have to be? You're using your one and only Legendary Item, and you won't get another one for "100 games" so it has to win you the game right?

    So what about the other side? You find out your opponent had a Legendary Item, so you didn't stand a chance, so what was the point in playing?

  • @OneGoodBoyDemo said:

    Jolt is good perk but It would be better If actually works with special attacks.

    This is an intentional handicap so that the more powerful killers, who have effective special attacks, aren't made too powerful, and so that the less powerful 'M1' killers can get a more useful perk. It's an equalizing factor.

    Otherwise you get Huntresses and Blights popping all the gens around them constantly.

  • People would still be able to play long enough to collect enough of them to run every game. So you've just given survivors a major permanent buff.

    A better way to 'spice up' the gameplay would be adding a new item class, and maybe merging Keys and Maps into one item class so that they can become more useful.

  • This is why map offerings should be hidden.

    If you didn't know you were being sent to that make intentionally, you wouldn't have been triggered, and you'd be able to take the game seriously.

  • @Marik1987 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320727#Comment_3320727

    you are right. I play at least every 2nd day, sometimes surv, sometimes killer, but this one Myers-Mission is kinda impossible. Fun Fact: I already did it by miracle, but it didnt count XD. So I assume I need at least 1-2 hooks or whatever.

    Depending on when you did it, if it was some time in the past 2-3 months, there was a bug where the final kill of a game didn't count. So a 4K was counted as a 3K.

  • This information is already available to most solo players in the form of Kindred. It's basically a meta perk among solo surivivors, and you can't go more than 2 games without seeing it.

    Even with this information, solo survivors still refuse to use it effectively. It's not a rare occurrence to be hanging on the hook with Kindred, knowing all your team mates can see you and each other, and the killer within 16m, and they still do the most inefficient things possible.

    Information alone isn't worth anything without the will to use it. Just as "killers that want to tunnel will tunnel", well... survivors that want to potato will potato.

    For those few who do have good game sense and a willingness to work as a team, it will help them coordinate and be a little more efficient, bringing them closer to SWF standards. but that's the thing, it's not making them better than SWF, or making SWF any better. You already face SWF every few games anyway, so this shouldn't be a big issue.

  • 5 games isn't going to put a dent in your MMR if you've played for any length of time.

    Do you think winning 5 games would put you right at the top?

    Even if it did, MMR is only one part of the puzzle. Matchmaking relies on who is available to match with, so a lack of suitable matches will result in an unmatched game. Plus backfilling, if anyone leaves the lobby, it scrambles to find a replacement ASAP and will drag in anyone off the street to fill that spot.

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319530#Comment_3319530

    That would be nerfing it by removing its synergy with resilience and pharmacy (which really didn't need a nerf tbh)

    Make up your minds guys. Is No Mither bad or not?

  • @Bardon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319867#Comment_3319867

    Sorry, but how is her power "basically NOED at distance"?

    NOED is a one-shot down.

    Her power is a hit at a distance that doesn't activate any "on hit" perks.

    So how is it like NOED? You still have to get a hit and the state of her puke attacks (both regular and powered) appear to have a RNG attached as to whether the particles hit or not, due to the odd nature of how they've implemented her power.

    They're assuming survivors are injured and broken. The thing is the two facets of her power are usually mutually exclusive, and if they happen to overlap it's very lucky.

  • @Pulsar said:

    He's kind of a modern Myers to me.

    Both were considered the epitome of what a perfectly balanced Killer should be on release. The baseline that all Killers should be brought up to. They've simply aged as the meta has shifted. Both are still fan favorites despite being slightly below average or weak.

    Really good way of putting it actually.

    And you can actually pinpoint the things that make Wesker the better version of Demo specifically for the new meta. Slowdown and flexibility in chase.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317954#Comment_3317954

    Which if even applied to only 1 generator is adding almost an extra half an entire gen of completion PER unhook since the other survivor can stay sitting on it. That’s constant gen time of going all the way for the unhook and coming back. Just that, is extremely significant.

    You could theoretically already achieve this with Kindred. But the chances of the other three players playing the way you expect them to is very slim.

    As someone who runs kindred every game as a solo survivor, I know from first hand experience that the other survivors almost never make use of it.

    It's not a niche thing. I have many, many examples of me hanging on a hook with Kindred, often first hook, and the remaining survivors are doing the most inefficient things the could possibly do in spite of the info they're getting from my perk.

    Just like "killers that want to tunnel will tunnel", well "survivors that want to rescue will rescue" and vice versa. Info is only as good as the players using it.

  • Unless you spend all your time facecamping... why should you feel guilty?

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319841#Comment_3319841

    Solution: Don't fall for the bait

    Go for the other survivors

    These 2 most likely are not going to crank gens

    If they insist on that play just tunnel the other survivors out

    No complaints allowed

    Done

    But hey, It's pointless now. Just make sure to look at a wall, check the surroundings for another survivor, or waste your perk slot with Lightborn

    You had 2 survivors, who very well could be the last 2 survivors, in lockers next to each other with flashlights.

    It was literally impossible to pull one out, without the other one leaping out and securing a save while youre in animation lockn and it doesn't matter whoch one you picked.

    Then when you're in stun lockn they jump back in the lockers.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319850#Comment_3319850

    Ruin is a hex that can be cleansed super fast? And Eruption devastates solo queue, which is what most survivors are (I love it when I play killer).

    Ruin got survivors looking for totems. Free slowdown, that prevented survivors just jumping straight into gens. It was the last thing standing in the way of total Boon domination.

    I don't run Eruption, because I want my perks to be more effective against SWF, not less.

  • Ruin meta was better than Eruption meta. Change my mind.

  • @XLuka8001 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319803#Comment_3319803

    You can't look away since the only effective way to use flashlights is when the killer is animation-locked. And perks shouldn't be the only way to counter something which is an opinion the devs seem to share considering they made BT basekit(a change i agree with btw) and are now unironically considering making unbreakable basekit too

    You don't give them the opportunity to use it.

    If you suspect a survivor might have a flashlight, don't just instantly pick up the survivor you just downed. Check behind the nearest obstacles. Feign a pick up to lure them out. Chase them off, injuring them ideally. Then pick up once they're too far away to score the save.

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