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Seraphor

Seraphor

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Seraphor
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  • @jajay119 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312033#Comment_3312033

    Isn't it active for like 90 seconds? That's plenty of time to move away from the hook and heal.

    It baffles me the way people get angry over you not healing them at the hook when the killer has done nothing but proxy camp the entire match and then they wonder why everyone dies lol.

    Conversely, I often get people who insist on spending 30 seconds running halfway across the map, I start to heal them, the TR appears because the killer did come back to the hook and followed our scratch marks, and they break away from me at 60-90% progress triggering a failed skill check. If they just stayed under the hook they'd have been healed in 8 seconds, well before the killer returned. The killer will have caught us either way, but at least they'd have an extra health state. Instead, they just go straight down again.

  • @eastrock87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3311934#Comment_3311934

    What's your full build that has these two perks? Right now I've settled on one build that fits me, but I'm curious about experimenting still.

    Typically I run Kindred, Prove Thyself, We'll Make It and a fourth which is sometimes Renewal, but usually something for self-preservation, like a healing or exhaustion perk.

    Kindred + We'll Make It is really the bread and butter of it. Can plan the most optimal hook rescues, when I'm the closest and no one else is going for it, plus when the killer has gone so it's less likely for the unhooked survivor to run away from the hook. In theory...

  • Now try running We'll Make It with Renewal and watch as the survivor you just unhooked runs halfway across the map to let their friend help heal them with you.

  • We need a new global form of Idle Crows.

    Currently, Idle crows spawn after 60/75/90s of a survivor being 'Idle' which means not interacting with objectives, and also not moving a significant amount (it checks for distance from a 'checkpoint' taken every few seconds to determine if a survivor is idle)

    Add a new global Idle Crow determinant as well.

    If no survivors have progressed an objective (which would include making repairs to Generators, activating Exit Gates, cleansing or blessing a Totem completely and healing other survivors) for 90/120/150s then all survivors accrue an Idle Crow.

    The most they could 'game' this system without giving away their location would be to cleanse each totem while the killer as as far away as possible. This would buy them about 7-8 minutes at most, if all totems are still standing and if they manage to space each totem about 89 seconds apart. Otherwise every other qualifier would require them to do something that would give them away, mainly making repair progress to gens that the killer can detect.

  • Usually it comes down to who I think was the best survivor, either in terms of skill or etiquette. As in, if a survivor managed to stun and blind me a whole lot I'll probably leave them to last, otherwise if I have a couple survivors hooked/slugged and the third is hiding in a corner for a hatch escape, I'll purposefully hunt them down and let one or both of the slugged survivors go if I can, because their team mate left them to die.

  • Totems should always be a limited resource. Inner Healing gives you one heal for one totem, which is a perfectly fair trade and use of said resource. CoH is simply far too powerful in comparison.

    Now obviously there's a huge gap between CoH and other boons functionally. Other boons need to be in the action to be used. But what makes this risky? The killers ability to find and snuff them out.

    Shattered Hope could easily become basekit, if boon totems were simply harder for the killer to find. Make boons as difficult to find as Hexes are, and it's perfectly balanced.

    1. No global 'thunder' sound notification for the killer when a totem is blessed. This means survivors are more likely to get value out of the totem before it gets discovered and destroyed.
    2. Much smaller 'lullaby' range for the killer, so they have to be within about 6m to hear it, instead of the 12-16m it currently is. This makes the non CoH perks more likely to survive in high traffic areas.

    Then, rework Shattered Hope as a perk. It gives you the aura of the Booner when snuffed, and it shows the aura of Boon totems within 8m or something.

    Even with these changes, CoH would still be stronger than Inner Healing, and it would still be stronger than the other boons, but it would crucially give killers a meaningful counter to it, and making finding and snuffing it out feel impactful and rewarding. Currently, snuffing out a CoH totem feels like pissing into the wind.

  • @Stabby_Widdershins said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3311043#Comment_3311043

    Clearly you DON'T know a good idea, because this idea is terrible.

    And I don't screech at every Killer nerf, but have fun pretending you're a Killer main while pushing an idea Survivors would abuse to high hell.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3311115#Comment_3311115

    Last I checked, ideas that allow Survivors to almost at-will turn off a Killer power for 15+ seconds are complete garbage.

    Survivors would run to the hook, let themselves get hit, then unhook while Bubba is in the cooldown animation where he can't even swing his hammer.

    It should not be this difficult for people to see. The idea is spiteful BS.

    Many powers deactivate around the hook. Artist for instance has almost an identical system to the one being suggested here.

    You think... a killer can't hit a survivor a second time while they're unhooking? Are you for real? Even an M1 killer who camps can guarantee a hook trade. M1 killers successfully camp all the time.

    Personally I would simplify the restriction even more and just have Bubba unable to rev up the chainsaw within 10m of the hook. No chance of hitting a survivor with the chainsaw but not downing them, because if you're too close you simply can't hit them with the chainsaw at all. This forces you to M1 right off the bat instead of being caught out with a gimped chainsaw. If you really want to use your chainsaw, you start your sweep 10m away and then sprint in toward the hook. This gives survivors ample time to react, and if you play it right you could still hit one, but they have time to split up and for one to get away.

  • While all your progress on PS4 will transfer to PS5, it's funny with DLC.

    You need to redownload the dlc to reactivate the license. Which means if you bought the ST as the dlc pack, you can't get it back, because it's not available to redownload.

    Ironically, if you bought the character with auric cells instead, there's no problem.

    As to how this works with the Nighmare Edition I have no idea. Maybe it recognises it as a full package and you keep your ST, maybe it simply "adds on" the ST dlc, and you dont.

    That said, you can play the PS4 version on the PS5, if you have the physical copy you just load in the disk and install from there, and I would think you'd retain everything that way. You'll benefit from better performance, but the graphics won't be any better.

  • @Stabby_Widdershins said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310067#Comment_3310067

    It would be ONE Survivor, while TWO do gens.

    And they would run to the hook the second Bubba started his chainsaw sweep. Suddenly, Bubba has 0 charges, they regenerate slowly, and he's recovering from a hit that did NOTHING, giving the chainsaw-immune Survivor ample time to unhook and bolt.

    This idea is horrible and easily abused, like every 'fix' Survivors come up with. If you 'fail to see' the disadvantage, it's because you're ignoring it to give Survivors a mechanic they can maliciously abuse at will.

    Here's the real fix for Survivors: If a Killer is camping; Give the hooked Survivor extra BP for being a distraction while the other 3 do gens and leave.

    Killers will soon learn to stop camping the MOMENT Survivors stop rewarding it with this 'I deserve unhooks because I want them' mentality. Survivors keep rewarding camping, then scream about how 'unfair' it is that the Killer is not forced to 12 hook while they run every second chance perk + BNPs + voice comms. 🤦‍♂️

    Last I checked, Bubba has a perfectly good sledghammer.

    How is it every other killer camps again?

  • 1. Single click activation.

    2. Auto complete option for bloodwebs 1 to 9

    3. Auto-pathing option for bloodwebs 10 to 50.

    2 and 3 would be activated by holding down the center node and take about 4 seconds to complete a web, with pop ups along the bottom of the screen for everything you obtained.

  • @Coffeecrashing said:

    Why does it have to be a 4k? Survivors complain so much about killers slugging for the 4k, and here we are with a new mechanic that still encourages killers to slug for the 4k. Can we please make it a 3k? A 3k should be considered as a win for the killer????

    Yeah, I'd be happy with "no survivors escaping through the exits".

  • @LordSturm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310638#Comment_3310638

    what about killers getting kill credit for DCs is "unfair"? do you have even a single reason they shouldn't get kill credit for any an all survivor DCs? especially when survivors already get escape credit for killer DCs. if the survivor had gone AFK it would count as a kill, or even if they DC on hook it counts as a kill sometimes, but for some reason if they clicked a button that means it shouldn't count as a kill now?

    1. A survivor who DC's isn't a survivor who was killed. You didn't kill them, they could have DCd for any reason.
    2. When a survivor does DC, all remaining survivors are basically guaranteed to die as well.

    So camping/slugging out the first survivor, forcing them to DC, and then effortlessly killing the remaining survivors would be a guaranteed adept.

    There's no reason to count it as a kill. Adept is now stupidly easy, you have nothing to worry about. It's now easier than a survivor Adept.

    It used to be so difficult it could take you 20, 40 games to get close to it, and to have that perfect game scuppered by a DC was infuriating. Now all you need to do is 4K, which you can do practically every other game. It simply doesn't matter anymore, as far as Adepts are concerned, that a DC robs you of a kill.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310519#Comment_3310519

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310547#Comment_3310547

    It's a Xbox booting clan, so kind of hacking, kind of not. I keep a list of names and I just didn't see that one

    A what?

    Also, how do Xbox players... boot you?

  • I don't see a fair way of giving killer kill credit for DCs. Frankly, the changes this patch are enough. Killer Adepts will now be much, much easier. So what if the odd survivor DC scuppers your chances of an Adept that particular game? You're bound to get it within 5 games at the very least due to MM putting you with potatoes as much as SWF.

  • @mischiefmanaged said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310430#Comment_3310430

    Probably the biggest issue with Midwich is the door placements when it comes to balance. I'd consider Midwich a boring and frustrating map (most loops are pretty safe, few of them so the best strategy is to hold W, long corridors so it's just hold forwards since you can't break LoS, hooks are inconsistently placed, generators can be hard to find and hallway generators are very difficult to complete), but the actual level itself may be reasonably balanced when you consider loop potential and killer presence if not slightly killer sided. If hook placements were better, it would be solidly killer sided just on those alone.

    The gates are really what make Midwich one of the most killer sided maps in my opinion. If the killer plays ruthlessly, the endgame is basically +1 kill on Midwich due to how close the gates are.

    But the gate placements are there because of the structure of the map and can't really be changed at all without changing the entirety of a licensed map.

    They could easily give it the RPD treatment and widen the main corridors, and expand the central courtyard a little. This would push the exits further away from each other too. With the map made slightly bigger (maybe blocking off certain areas upstairs to make up for it) then there would be room for more consistent hook placements.

  • Absolutely agree. I've suggested many times previously for this very thing.

    When you're either in a chase or on a hook which is being camped, you should gain 'Distraction points' in the Objective and Altruism categories for other survivors who complete gens or recover health states respectively. Maybe at about 50% conversion.

    This would mean that any objective progress made while you are 'distracting' the killer via chase or being camped, you get some credit for, because you're buying time.

    Chase points themselves might need to be reduced slightly, alternatively survivors who evade the killer entirely could get a bonus for successfully evading capture to balance it out.

  • @FellowKillerMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310529#Comment_3310529

    If I understood correctly, when they added the deep rifts they extended the rift to 85 days now as the standard.

    I don't see why not, though I don't think I've seen it confirmed.

    There's usually significant downtime between one rift ending and the next starting, so why not extend into that?

    The issue only appears when an extension to one rift delays the next.

  • @TeabaggingGhostface said:

    Do their perks go with them?

    Or just the killer?

    Their perks aren't even all that good.

    But if it's anything like Demogorgon, no their perks would stay.

  • @FellowKillerMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310509#Comment_3310509

    I figured your experience was the case for a lot of people. I didn't see many complaining about crashing at the rate I was, so it could have been exacerbated by something on my end.

    Many times I would crash, it would be just as the game was ending, then I had to hard power cycle, then the PS4 had to rebuild the database. All in all, 10-20 minutes looking for and playing a trial, 10 minutes to restart and get back into the game. I could usually get to work for 1-2 games then it would crash almost every game, saving no progress made during a match. I ended up ruining a hard drive from all the hard resets - I knew better than to keep playing, but oh well.

    Yeah that sounds like fairly severe technical issues. I feel for you, but you're definitely an outlier.

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310509#Comment_3310509

    "Several hours five days a week" is 'all that much' by most standards.

    That's kind of the point of the Rift (to get that sort of playtime and diligence out of people), but pretending that another day of playtime every two weeks isn't long spent on a single game is really underestimating it.

    10 hours a week doesn't seem all that much to me for this sort of thing, I spend more time on the forums! (although tbf that's multitasking) And like I said, the challenges are the main thing. If you focus on the challenges it cuts that time down considerably.

    If I did it in half the time at 10 hours a week, you can easily do it within the time frame at 5 hours a week.

  • PlayStation player here who finished the Rift late November.

    I have no problem with them extending the Rift but it doesn't seem necessary to me. If I could complete it that fast with technical issues (and I don't play all that much either, for example I never reach Iri rank on either role, maybe a couple hours about 5 days a week) I don't think anyone else has much of an excuse.

    Just focus on challenges, complete every challenge on every tome page, and you'll have it done in a few days. The event tomes are great for this because the challenges are so easy, the two Halloween tome pages got me most of the way, and you can finish the bone chill pages now to get a similar bonus.

  • @GentlemanFridge said:

    Yes. We all noticed demo leaving, and he wasn’t played that much either.

    Besides, there are plentg of players that do enjoy them.

    Untitled Image

    Demogorgon still more than twice as popular as the Twins even months after he was removed.

  • @BenSanderson55 said:

    Why stop there Midwich and Dead Dawg are killer sided, nerf them, you know for balance. you nerf a survivor sided map nerf a killer sided map.

    They go by data. Eyrie had a lower kill rate than average. If Midwich and Dead Dawg had a higher kill rate than average, maybe they would.

    Midwich could be killer sided if there were ever any hooks within range.

  • Nope, wouldn't care for a second. Refuse to play them, can't stand playing against them.

    I'd be equally happy if Huntress, Trickster and Deathslinger disappeared too but that's for more personal reasons.

  • @hailxsatanxeveryxday said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309426#Comment_3309426

    The way I found was to stop playing her at all until a month or two ago.

    (Although she was more of a side killer than a main, and I was better at getting kills with Myers than with her.)

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309457#Comment_3309457

    I play on PC with a controller, and I've just recently started playing Deathslinger. Can't speak on the others, but he is extremely doable.

    The slightest twitch of the joystick and you end up aiming 90 degrees farther than you intended. The deadzone settings for this game are abysmal. Maybe you have better deadzone settings on your fancy PC controller drivers.

  • @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309838#Comment_3309838

    Most of the time the action icon won't be lit up. Are you serious? Do you literally think survivors just like.... Sit around not doing anything at all? Only the newest of the new players do that. This position is divorced from reality. People don't play games to sit in a corner AFK.

    You can know what everyone else is doing through inference. You're 25% of your team. What are you doing? That influences what everyone else is doing. Surely you have eyes on at least one other member of your team. You're likely on a gen with them; prove thyself is a very popular perk. You don't need to know what gen they're on, only that the game is progressing. Totem icon? They're blessing. Nobody is breaking to totems unless it's for a challenge. Come on.

    Kindred only works when someone is on a hook. This gives that same information, all the time, in addition to when they are on hook. Without a perk slot. I'm unable to take you by the hand and explain to you how this is a gigantic buff for survivors. You're an intelligent person. I'm certain you'll realize information perks are entirely redundant after the patch.

    And what about the 30 seconds it takes to walk between the totem you blessed, and the locker you hide in, before you make your way to a gen? Most of that is travel time.

    Yes survivors absolutely spend a ton of time doing nothing, even when they're playing well, and when they're not... I've had several survivors games just today with survivors acting as clueless as the examples I gave earlier. I watched them via spectator mode after they let me die on hook. This is not a niche thing, nor is it about lower MMR brackets, it's just solo queue in general. As Aven just said. You can't make bad survivors good with a few icons.

    These icons are a fraction of the information that Kindred provides. A fraction. And most crucially, they give you no information as to what the killer is doing, except for the singular scenario of a survivor being in a chase farther than 32m away from you and they haven't yet been injured. They do not make up for Kindred whatsoever.

    It is a buff for sure, it is not as significant as you are claiming it to be, it's a minor buff that doesn't come close to what basekit-Kindred could provide. The sky is not falling, it's just a spot of rain.

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309822#Comment_3309822

    You're right, which is why the efficiency potential of SWF should be brought down as well. The game was designed to purposely have survivors be inefficient and disorganized, and a lot has changed since then for both sides, yet there are a lot of holdouts specifically relying on that lack of information. Why can't killers get some basic information for parity? The argument that information like hook counters, plague sickness progress, RBT timers, etc would be abused doesn't hold weight if we're relying on just trying it and listening for feedback, and all of them account for forced inefficiency through having to mentally track additional information. I'm just never a fan of how selective a lot of this logic can be sometimes.

    I absolutely agree, killers should get hook counters and a better FoV, for starters. I've been asking for these for years.

    Neither of which would significantly affect outcomes at the top either. Just like these HUD icons, those two change would predominantly effect; non-tunnelling killers, and lower-skilled killers who get juked by 360's and survivors hiding on their toes. They would be lifting lower killers up, rather than buffing killers as a whole, because the better killers don't need the higher FoV and the tunnelling killers don't need the hook counter.

  • @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309804#Comment_3309804

    Yes, I get it. Sometimes survivors don't do the stuff you want them to. I've read a hundred permutations of the same story. It's the same stuff every online game falls prey to. It's also just confirmation bias. You remember the times your teammates are not useful and you gloss over the times that they are very useful in your memory. There's a story there that you want to tell yourself because you want to commiserate with others about how useless solo is. It's just how our brains work.

    You don't have to be the one closest to the hook. All you have to do is see that a survivor stops repairing a gen and is not in chase. They are very likely going for the save. Then if they get in chase then you know you have to go for the save. The distance to the hook is mostly irrelevant. The save has to be done.

    I also think you're underestimating how much time is typically spent not doing objectives. Most of the time, there will be no action icon displayed at all. You simply cannot know if that person is making their way to a hook, or a downed survivor, or hiding from the killer, or looking for a totem, or crouching in a corner, or sneaking into the basement. You cannot make any concrete judgements about what another player is doing at any given time. Even with a Gen icon is up, you don't know what Gen, when a totem icon is up, which totem and is it a cleanse or a blessing? Chest icon, well you know the survivor is wasting time.

    The only really useful addition is the chase identification, which we already had on 1/4 survivors, and is typically apparent the moment a survivor gets injured anyway.

    Not to mention, all of this information is entirely superfluous, if you run Kindred, which most solo survivors already do, and will still do, because Kindred is still more precise than this, and gives you information on the killer.

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309799#Comment_3309799

    Don't know if I agree. Efficiency is the essence of "sweat" in this game, due to how the lopsided dynamic works. The more efficient either side is, the less the other side has a chance, the less fun people have. I get the idea of buffing solos up to swf level and then balancing around that, the issue is that type of lopsided jenga balance doesn't work, especially when its not treated with even parity. An absurd number of problems in this game stem from half assed attempts at fixing previous problems, and it just keeps cascading because the devs refuse to address issues that affect both sides in an even manner.

    Introducing things like the HUD update will still leave plenty of survivors pissed at how horrible and inefficient their teammates are, which will lead to a whole different form of efficiency focus/frustration with inefficiency/etc. Meanwhile it'll have a disproportionate effect on any killers who use oblivious/stealth making them even weaker regardless. By the time "the feedback is collected," If there's a new complaint du jour that'll outprioritize the affected killers, and it'll get pushed aside for whatever new thing gets the ol torches and pitchforks out of storage. They really need to stop with the lopsided adjustments when a lot of the core issues are deep enough to affect both sides evenly.

    Maintaining some sort of 'efficiency deficit' through the inadequacy between SWF and solo isn't tenable. This just makes it so killers have good games against solos, and bad games against SWF, and we're supposed to treat that as 'balanced on average'. That's not sustainable for solo survivors. 0Ks against SWF and 4Ks against solo's might be a 2K average, but it's not balanced.

    It doesn't matter what other balance considerations are necessary, there are many and there always will be. Closing the gap between solo and SWF will ALWAYS be a good thing. Do this before all else, or all else is pointless.

  • @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309792#Comment_3309792

    Like kindred all the time, mapwide, for every action a survivor can perform or be subject to. Without taking up a perk slot.

    Come on. It's a huge buff. At least be honest about it.

    I am being honest.

    As someone who runs Kindred every single solo survivor game, this is not replacing Kindred for me.

    For one, it doesn't tell me who is closest to the hook. Even if I can see the other survivors are all doing gens, how do I know if I'm the one closest to the hook and should be the one to leave my gen and go for the rescue? I'm still as clueless as I was without the icons. I'll probably wait 20 seconds and if no one has gone for the rescue, then I'll ditch my gen anyway.

    How do I know that the Claudette who's Generator icon just vanished is making her way to the hook? Or if she's crouching in a corner instead?

    You know what happens when I run Kindred? I'm on my first hook, 4 gens are done, and I can see the three other survivors on separate gens, and the killer isn't even camping me. I die on my first hook, despite the fact that I know those three survivors can see the killer isn't camping, and can see each other on separate gens, pointlessly holding M1 in some kind of deranged race to finish theirs first, while I die.

    That happens with Kindred already, it will still happen with action icons.

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309451#Comment_3309451

    A bit of devil's advocate here, but more coordination for free with survivors = easier efficiency = faster gens = more LCD strategies. I don't necessarily think its a direct correlation or anything, but making solos more efficient isn't a good way to dissuade killers from trying to out-efficiency them. It'll also end up with a lot more killers throwing by doing those strats poorly and being properly punished for it, so it just feels like a bad direction overall. Even the comment on it in the summary talked about how it would free up perk slots for solos, which... kinda defeats the point of those perks in the first place. More room for more second chance and gen speed perks I guess.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309420#Comment_3309420

    I think they were talking about how the common "argument" against accessibility options for killers always comes back to "it will give them an advantage so we can't," so seeing things like the HUD update with zero counterbalance nor consideration for how it impacts multiple killers paired with a "we'll maybe make those adjustments later" attitude leaves a pretty sour taste. Knight changes and killer adept changes aren't going to stop people from getting sick while playing, and we've already seen that "freeing up perks" is considered a valid reason to change entire gameplay elements, so it just feels tonedeaf. Even the wiggle change, while generally overall positive for killer, makes an issue specific to killers who play on controller worse.

    Making solo's more efficient is not a bad thing, in any sense.

    A lot of the balance issues in this game are caused by the relative chasm between solo survivors and SWF groups, meaning that a nerf/buff to one effects the other a lot more, and therefore its difficult to balance them against killers.

    The closer SWF and solo are, the better survivors as a whole can be balanced against killers.

    It would be nice to add this buff in tandem with a general killer buff to make up for it, except for the fact that we don't yet know if this will even have a significant effect for survival rates.

    That said, I would have loved to see a killer FoV increase/slider alongside this. I think it's the perfect sort of change to go with it. As well as hook counters for killers. (tunnellers gonna tunnel anyway, a hook counter allows non-tunnellers to avoid doing so)

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309395#Comment_3309395

    Rational conversations on this forum? Madness!

    On a more serious note. Both sides will have to adapt to the new hud. I predict, after some time getting used to it, that kill rates will drop and survivors will have more negative stuff to say about their teammates in the endgame chat.

    I don't think it'll have a significant effect on kill rates at all, it's basically a QoL adjustment that makes Kindred slightly less necessary. Everything it shows can already be seen via Kindred, and let's face it, that information is only necessary while someone is on the hook. It doesn't replace Kindred though, it's still not precise enough. Therefore, little effect on actual game outcomes. Nice QoL though.

  • @AverageKateMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309466#Comment_3309466

    More stupid comments I see. 1, when did I say I was a survivor main? 2, when did I say in my comments that I hate other survivors? 3, I play plenty of single player games so not sure how that solves DBD.

    How about you actually try to think for once and pay attention to what I'm saying instead of strawman arguing useless nonsense?

    What can I possible say to dispel your myopic disdain for other survivors?

    Fact is information can be crucial, and if survivors have information about what perks you have, then the chances of them working against those perks decreases.

    I often (try to) run Renewal with We'll Make It. But instead of waiting for a heal under the hook, I frequently get survivors who think it's better to run halfway across the map to join other survivors so two of us can heal up faster. This completely blows by build apart. If they just stood still, we'd both get a full health state equivalent in 8 seconds. If the right information could reduce this occurrence by even 5% it would be worth it.

    But you've already made up your mind, survivors are all selfcaring blendettes and uban evasioning neas and don't deserve your precious information.

    Fact is, there isn't a downside to this suggestion. At all. And yet you've somehow managed to come up with a negative take on solo survivor buffs that's just mindboggling, and thus not worth giving it any respect.

    What's next? Faster bloodwebs makes you spend your BP too quickly? Better load times ruins your toilet breaks?

  • @AverageKateMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308153#Comment_3308153

    Omg you guys are super funny and hilarious. What team game am I playing if I know my teammates will work against me to get me killed for running perks they don't like? Did you not even pay attention to what I said before commenting cause that's statement was incredibly dumb and useless

    Like I said. If this is how you view other players in this game, go play a single player game.

    How can you be a survivor main when you hate other survivors so much?

  • @Irisora said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309403#Comment_3309403

    Sure.. lets pretend everyone need to play like people that play 24/7 dbd without lives.. you can't balance a game around top 5 players in the world you need to find a good point. Come on dude be real.

    Then don't play Nurse. You have 29 other killers to choose from.

    As a console player, I'm already resolved to never play Nurse, Blight, Huntress, Trickster or Deathslinger, and even Plague is a task sometimes.

  • @Irisora said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309363#Comment_3309363

    Which translate to, when she downs and hook around 4 times all gens are probably gonna pop.. She will be an M1 killer that have to deal with third health state without any instadown, and we all know what that means. She needed changes but this is killing her completely, they should at least reduce the blink recharge speed to compensate or not take away the range addons.

    Why does it matter that Nurse has to plough through all 2/3 health states when she can already do so in under 20 seconds anyway? An M1 killer will take 40-60 seconds to catch up after each hit, Nurse can do it in 5 seconds.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309392#Comment_3309392

    Once got 6 lockers total upstairs as the dredge on the game....

    Regardless Myers is about the same there, Wesker isn't really ever hampered by maps in general, the rest do like that map for obvious reasons but for a good chunk of killers, till you get those pallets broke, it's definitely sided towards survivors more often than not.

    I've never lost as the Dredge on The Game. The locker placements are just too convenient, regardless of how many are upstairs. You can port to a locker in the middle and take the stairs straight up.

  • @Th3Nightmare said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309372#Comment_3309372

    Because Otz says so, does it already have to be? No.

    I'm a 2016 player, and I tell you that this map is survivor sided.

    Try playing Wesker, Dredge, Sadako, Freddie, Nurse, Myers or Ghostface, or hell even Trapper. All of those killers can excel on The Game.

  • Most of those maps are only survivor sided depending on the killer. I'd say the only maps that are always survivor sided right now are Eyrie and Garden.

    Honestly, this is the biggest nitpick I've seen. Other than the fact that Nurse blink attacks being special attacks could be a little too much of a nerf, everything in this update sounds 100% brilliant.

  • @ThanosPAWG said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309345#Comment_3309345

    Is this an issue that just recently happened bc I played this morning and nothing seemed out of the ordinary on my end. I play on Xbox if that explains why I'm not having issues.

    It's been happening since about 21st December for all European servers.

  • While I'm always for having the DC penalty. Currently the game is in no state for it. I loaded into three games today with unplayable rubberbanding and was forced to DC.

  • I don't necessarily think all of these should be basekit, but the options from which I could see a couple becoming basekit are:

    Survivor: Kindred, Kinship, DS

    Killer: Shadowborn, Shattered Hope, BBQ, Gift of Pain

  • My preferred form of a 'ping' system will always be 'Survivor Instinct'. Just as killers get 'Killer Instinct', which gives an approximate location/direction of a survivor under certain conditions that can't be obscured, survivors would get the same thing for other survivors, but instead of a red 'entity' graphic, it would be like a beating heart graphic or something.

    As for when it would be available? Well there could be an argument made that it's on demand at any time, but perhaps with a cooldown. Alternatively, it could trigger for 4 seconds when a survivor is hooked, so it would be a bit like Kindred-lite.

    Additionally, I think Glass Bead should be made basekit for all map items, instead of being an add on. It would make maps more useful so that people might actually run them, and serve as a waypoint marker to get the attention of other survivors as a 'come here' sign.

  • @HectorBrando said:

    Problem with tunneling comes from doing it offhook because the unhooked is extremely vulnerable, you remove camping or proxy camping and tunneling becomes a minor issue because the victim has time to heal and start the next chase on a better position, thus making it harder to down them again.

    If they take care of camping/proxy camping tunneling takes care of itself.

    This is absolutely true, and one of the main reasons why I think the changes to BBQ & Chilli were a big contributing factor to the increase in tunnelling.

    I often opt to run info perks over regression perks as killer, which enables me to effectively pressure survivors away from the hook after I've made one. This just removes the opportunity to tunnel, because I'm not by the hook when a rescue is made.

    It's also why I run We'll Make It as a survivor, because rapidly healing the unhooked survivor before the killer gets back is far more effective than trying to run off to a corner before the killer latches on to them again.

  • Right off the bat "Most killer sided meta we have" yeah, IF you're running Eruption + Call Of Brine + Overcharge + Nowhere To Hide. If you're not that boring, good luck.

    This regression meta is so strong, that survivors are ready for this full regression meta, so if you're not running this meta then you're severely handicapped, and so killers tunnel.

    As a killer who isn't so boring, I don't run this meta or camp/tunnel, and it's not a walk in the park.


    I do think the most OP killers could do with nerfs, so it could open the door to those 'killer incentive' solutions. Nurse and Blight could have their power completely reset and go on cooldown in the event of a stun. This way, a good Nurse/Blight can still play well by avoiding stuns, it raises that skill ceiling even higher for a 'good' Nurse or Blight, while making average Nurses and Blights more manageable for good survivors who can secure stuns, particularly via DS.

  • As far as new ideas go. How about:

    Press the secondary action button to fast vault a window or pallet.

    So you can fast vault without needing to be sprinting at the right angle. Definitely more niche than the likes of DH, but maybe useful in certain situations, similarly to Balanced/Lithe/Smash Hit. You might need to 'camp' a vault when mindgaming, and would be able to mindgame right up to the last moment before you fast vault over and get away. I can see this being good at strong vault locations. Maybe it could even block the vault for the killer for say 2.5 seconds or something.

    And another slightly different take:

    Hit the secondary action button to suppress all noises, scratch marks and pools of blood for 8 seconds.

    Basically OTR/IW/LB rolled into one Exhaustion perk. If you can break LoS, instant mindgame.

  • Voicechat is an all or nothing system that I don't really care for. Communication alone doesn't solve the problem, you need survivors who are willing to use that information and coordinate as a team with or without it. Any info is better than none, but info alone does nothing. Voicechat can't account for survivors who aren't willing to engage, or who can't be understood due to technical issues or language barriers. Therefore non-voice options are better when dealing with randoms. Action icons, viewable perk loadouts in game, and some kind of limited ping system would be much better. It would still give enough information that those willing to use it, could.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308733#Comment_3308733

    A better Quality of Life feature would be addon/offering/item rework then, like i said.,

    These aren't mutually exclusive, and neither solves the problem entirely.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308668#Comment_3308668

    If you personally chose not to use something, why does that demand a recycle system for you? It does not.

    Just let them stack then seems way easier than developing a new Item system.

    Nothing demands anything, this would be a Quality of Life feature.

  • @Raptorrotas said:

    I mean its BBQ with losing tokens again, should be easy to implement lol. It all depends on the actual perk effect base value and scaling per token. Goodboy nice killer perk.

    Too weak, killers wont run it. Barely too strong and it'd be gutted like thanatophobia.

    In terms of design philosophy, all the best perks should be the ones with downsides like this, that's why Hexes are supposed to be strong.

    The most powerful and therefore 'meta' perks should have either significant drawbacks (like this suggestion) or they should take considerable skill to use (the theory behind Dead Hard and Nurse).

    Instead we have a meta with Call Of Brine, Overcharge and Eruption, and only one of those can be classed under 'takes skill to use'.

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