Seraphor
Seraphor
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- Seraphor
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Comments
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I think my preferred option would be 1% faster per token regardless of distance. This would mean at 4 tokens and no sacrifices, you basically have permanent Tier 1 bloodlust. For the limited time you have this effect, this seems like a fair power.
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@Emeal said:
The best Solution would be to make every item+addon+offering worth taking with you in match through addonpass.
bHVR does not need a recycle system to tell them which addons and items and offerings are not used.
they know.
Even if everything is technically useful, there will still be swathes of items that you will personally not use.
As a console player, I just never use flashlights, at all. I don't have the patience to learn how to use them and still put up with terrible joystick deadzone settings. As a result, I have tons of 'perfectly viable' flashlights and add ons that I will simply never use.
Likewise, maps and keys. Who uses maps or keys any more? Nobody. I would love for them to rework both of these items into something more useful, but for the time being they're useless.
In order to get the toolboxes and medkits (of which I will gladly use a brown one of either btw) I have to put up with tons and tons of flashlights, maps and keys.
Trash will always be a problem, so why can't some kind of recycle system be put in place?
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The reason we all have so many items stashed away, is because of the design of the blood web. We have to burn through 80% trash in order to get to the 20% useful stuff, but in order to make that 20% of useful still attainable, we need loads of bloodpoints, and so the grind is reduced and we're given more BP bonuses, until we can get enough of what we need, and far too much of what we don't.
The whole bloodweb system could have done with a redesign a long time ago. Make all levels significantly smaller, have levels 1-10 give out the trash, and then higher levels get successively more useful and more expensive, so that by level 50, you have a (smaller) bloodweb that only has purple/pink things on it. This would make it so you didn't have to burn through hundreds of trash items to get to those golden nuggets, while still maintaining the prestige of those higher rarity items.
In addition, to making everything more expensive again, I would remove all BP offerings from the bloodweb. All of them. This would free up space for items, add ons and other offerings that are useful. You then introduce a conversion system, that converts any item/add on/offering into a BP offering of equal rarity. This way, you get a better chance of getting the few items you want, justifying the new higher expense, with a way of removing the ones you don't in exchange for BP (via offerings).
This would make prestige levels much slower, so the new perk grind would be worse, so of course some changes would need to be made there.
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Seems an easy solution to me is to guarantee a safety pip when someone DCs.
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So when I'm hanging on the hook, watching the auras of my team mates on the opposite side of the map each doing different gens or crouching in the basement, and the killer isn't camping, I'm just supposed to wait the 2 minutes until I inevitably die on my first hook?
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308195#Comment_3308195
Play with your Food gives 5% for one token and it does not take away the effect when near survivor.
If you really want Perks with a 'killer be nice' mechanic built into them. howabout you make it better?
Play With Your Food has it's own limitation, and could absolutely stack with this for a super speedy build.
Just because a perk isn't Eruption and Call Of brine doesn't mean it's trash.
That said, considering this doesn't work in chase, then it could absolutely be increased to something like 3% per token for 12% max. I was using Devour Hope as a basis obviously, as it was mentioned, which only gives a 5% speed boost, so 4% seemed comparable. But compared to PWYF, 12% is entirely reasonable.
Alternatively, you could remove the distance limitation. So you move 4% faster at all times, regardless of how close you are to a survivor. This allows it to be used in a chase. Anything more than that as a permanent speed boost would be way too oppressive, especially if it could stack with PWYF.
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I wouldn't consider Eruption to be some kind of 'training wheels' for newbie killers. It takes good timing and map sense to manage your gens and secure the Eruption trigger. It's not a newbie perk. But once you have that timing and secured downs sorted out, it's absolutely oppressive.
Auto regression, things like Jolt, Thrilling, Pain Res, etc. are much more newbie friendly.
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How about:
Your movement speed is increased by 1% for each token, while further than 32m from a survivor.
Not even limited to a brief period after a hook, just permanent 4% speed boost after you hook all survivors once, but with the limitation that you can't really use it to close distance on a survivor or in a chase, only for map traversal.
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Yes you should still unlock the bloody cosmetics at 4/5/6. I have them and I never prestiged anyone before the prestige changes.
You won't get the perks at 1/2/3 or the perk charms at 7/8/9 though.
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Hold the sprint button and move away from them...
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@hastarkis said:
Go in your settings and turn off the crossplay.
Not a viable option. Turning off crossplay limits you to players on your platform. So if you're on Xbox, you will only get players on Xbox, and not PS or Switch.
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I'd love this to be a whole new class of killer perks, like Hexes/Scourges. It would be the best anti-tunnel mechanism to come to the game IMO. Cant be abused by one side, isn't unfair to any particular player, just hook everyone once before you start eliminating survivors.
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This is (partly) why I try to stay away from any meta combos, plus I simply don't enjoy cheap tactics, which includes NOED, Eruption+CoB, and anything that relies on camping/tunnelling.
You win too much, with too little skill, your MMR gets too high, and then you have a bad time.
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@AverageKateMain said:
Yeah I don't feel like getting sandbagged by my bot teammate just because I run perks they don't like.
This is where we're at people.
Working together as a team is a dead concept. People really will go out of their way to get offended by other players.
Just play a single player games guys, this is pointless.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307799#Comment_3307799
I’m talking about incentive of killing which is what most people view as winning as well as the devs. I’m not saying that’s good design, just that it is what it is.
How has that changed?
Killing survivors has always been the killers objective.
Meanwhile emblems still exist and give you rewards for playing in a variety of ways.
What's the issue?
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307645#Comment_3307645
It incentivizes you by bhvrs definition of winning, not by reward of having worse high mmr games.
Only if you: A. Know what MMR is and B. Want more of it for some reason.
What reason is that?
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If 'skill', however you choose to define it, doesn't correlate with win rate, then 'skill' isn't a good metric for matchmaking.
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@Blueberry said:
Yeah the emblem system was a better representation than mmr is. Mmr incentivizes cheese with whatever it takes to get the kill or escape with nuances being irrelevant. It’s pretty ironic that after years of going through multiple different iterations of a ranking system that this final mmr one is probably the worst of them all. Like literally even the very first one that was just based of blood points was even more accurate.
MMR doesn't incentivise anything, because it's not a reward. Sweating to gain MMR, for whatever bizarre reason, by using cheese strats to 'score easy wins' doesn't benefit you. It just makes games harder to the point where you have to use cheese strats becsuse you don't have the skill to play at your level.
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The problem here is that you believe MMR is some kind of reward or goal to strive for. It's not.
MMR only exists to match you with other players that it thinks will give you an equal chance of surviving/dying. That's it.
Trying to gain more MMR is not something that benefits you, nor is it anything to boast about. It's meant to be hidden and ignored.
The emblem system still exists and still gives you tangible rewards, such as monthly BP dump, challenge goals, and killer adepts.
Caring about MMR is irrational nonsense.
Repeat after me:
I do not care about MMR.
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@Steakdabait said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307469#Comment_3307469
plaything and pentimento are already boon counters if survivors are stupid enough to actually try to boon them instead of just ignoring plaything.
Er... no?
Blessing Plaything hard counters Pentimento.
Just another example of where survivors have the upper hand.
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@kingcarl2012 said:
Whats your solution for when everyone runs plaything completely making boons unusable.
This would simply make Plaything a decent counter to boons, and not an absolute one, you can bless a totem before someone gets hooked.
Totems used to be killer belongings, but now survivors seem to get priority in everything related to them.
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Every three steps forward you get teleported backwards one step.
You down a survivor and suddenly they're 5 meters away.
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@TigerSnake said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3306548#Comment_3306548
Ironically the proposed changes actually make slugging for the 4K worse.
Yup, with the mori changes, it just forced killer's to slug for the 4K.
If UB were to be basekit, it would have to be something more like....
@Seraphor said:
More or less what I'd prefer too.
Instead of all survivors having the ability to pick themselves up at any time (with all the issues that comes with), it should only activate when all survivors are down.
When there are no survivors left 'standing' any survivor has the ability to pick themselves up from the dying state. So whoever has the most recovery progress will likely get up. At which point one survivor will be 'standing' and it'll be inactive again.
This prevents 'slugging for the 4K' whether it's at 4 survivors or the final 2, but doesn't prevent regular slugging as a way to apply pressure throughout the course of a normal game.
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More or less what I'd prefer too.
Instead of all survivors having the ability to pick themselves up at any time (with all the issues that comes with), it should only activate when all survivors are down.
When there are no survivors left 'standing' any survivor has the ability to pick themselves up from the dying state. So whoever has the most recovery progress will likely get up. At which point one survivor will be 'standing' and it'll be inactive again.
This prevents 'slugging for the 4K' whether it's at 4 survivors or the final 2, but doesn't prevent regular slugging as a way to apply pressure throughout the course of a normal game.
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3 perfectly fine survivor games, followed by a killer game (Pig) where every second step catapulted me back one.
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@Nos37 said:
Well, if the devs changed the spawn locations of his traps and all his traps started armed, then this trash killer wouldn't NEED to give up 3 gens setting up a gamble of a power (and HOPE a survivor doesn't see them do it).
That's literally the killer's power. If that's the issue you have, you probably want to try a different killer.
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None of those things require you to throw the game.
Hide near the killer? Equip Stake Out and/or Diversion and benefit from it. If you're lining up for hook rescues or flashlight saves then you're already doing this.
Totems? Inner Healing and Overzealous. Run Small Game to clear all five and you're preventing NOED.
Exposed at endgame? NOED.
They're called "Challenges", not "free bloodpoints".
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Level 1 to 10 are already without choice (and full of trash) yet it takes 5 minutes to get through them. Even an auto complete for those would be great.
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What happens when I'm on my first hook state and the only other survivor has just been caught?
How do I attempt to unhook myself?
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304481#Comment_3304481
There is a wide gulf between leaving someone slugged because you can't pick them up, and slugging for the 4K.
Guess which one is prevented by basekit Unbreakable.
It's not slugging for the 4K.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304468#Comment_3304468
Because just like camping, sometimes tunneling is the only option.
The only option left is to slug
So it's NOT the only option, then, is it?
So slugging is ok now? Because I thought with how popular basekit Unbreakable was with survivors that slugging wasn't allowed.
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Why would you break all the walls when you can just trap the god window at the top of the stairs for a guaranteed down?
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304409#Comment_3304409
It could be a twenty second stun and it'd still be fine.
What's with this attitude of 'an anti-tunnel measure is fine, so long as it doesn't impede tunnelling'?
Because just like camping, sometimes tunneling is the only option.
You can go to every effort to find someone else but still end up with the last hooked survivor right in front of you. You would be throwing the game to ignore them.
How comes killers are expected to throw the game in the name of good sportsmanship but the same is never expected for survivors? You don't see survivors offering themselves up for a free hook.
If you go after your only possible option, likely after you've already wasted time looking for another one, and that lands you with a 20 second set back on top, you're basically sacrificing a generator at that point.
The only option left is to slug, which apparently as of the last few months, is also as morally reprehensible as camping and tunneling.
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Remove map offerings and you remove the most fun killer build in the game. Mirror Myers.
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The 3s stun is only ineffective against the highest mobility killers, Nurse and Blight. So if anything, this isn't an issue with DS, it's an issue with those killers.
You could get a similar effect if those killers powers went on cooldown in the event of a stun.
As for DS, the best buff it could receive would be to work on both unhooks, twice per game. This would make it a legit deterrent in cases of tunneling, as the killer would know you have it after the first unhook and know to avoid you after the second.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303748#Comment_3303748
Eruption, Call of Brine, Deadlock
all locked behind a pay wall.
I don't use any of those perks and I win just fine.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303825#Comment_3303825
I havent seen a cheater since they went rampant a few months back. Pretty sure it wouldn't affect all that much
You haven't seen many cheaters because the game isn't F2P right now...
Seriously what logic is this?
Would you like to buy my magic tiger repelling rock?
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Why don't people understand that F2P means a game is P2W?
How do F2P games make their money? Gatcha systems and predatory business models. They get you hooked then force you to keep buying things to get better.
DBD may have a unique business model that's borderline P2W (it kinda blurs the lines between expansion packs and P2W) but you can absolutely bet that going F2P would force them to cross that line.
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Basekit yellow mori would be a hatch equivalent.
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No I play solo survivor a lot and it's honestly just fine. I don't die significantly more often than I do when I play with friends, and in either case I don't die often enough that it ruins my experience. Probably about a 40-45% escape rate for both, which is fine.
If anything I survive more solo because I'm a cautious survivor and I'm playing for myself. When I play with friends I'm more likely to make the altruism play and trade myself to death.
I'd say a significant majority of my solo escapes (well more than 25% which is what would be expected) result in me being the final survivor, either looking for the hatch or trying to open the exit between killer patrols.
Sure I get games where my team mates are potatoes or I get camped out from the start, but they're not a large proportion of my games and they don't outnumber the good ones.
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Dead Hard is no better or worse than Exposed. So as long a survivors can be downed in one hit fewer than usual, then a perk thats adds one potential hit is perfectly fine.
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There should be a default DC penalty buffer. Whatever your current DC penalty happens to be, it adds an additional x seconds.
That value is 5 minutes minus the time elapsed in game. So if you DC the second you load in, you get an extra 5m penalty. If you DC 4:30 into the game, you get an extra 30s penalty.
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@FeryGEN said:
I agree with some people here, the new DH is much more broken and unbalanced than the old one. Not only do you get one stage of health in theory, but also a boost in speed, the old version of deadhard saved the survivor from a hit, but the survivor did not run far anywhere, if he was in a dead zone, then he fell.
DS needs to be improved in terms of losing power or imposing the effect of the impossibility of using powers for 3-5 seconds.
Boil Over? What is old and what is new is countered by leaving a survivor on the ground, if you want to die 4 minutes on the ground in my matches, then please. Just don't whine about the slug game.
The old DH could be used to completely invalidate certain killer powersn such as running over bear traps.
New DH now forces survivors to spend time mending, doesn't give distance for free, and doesn't negate powers.
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@UnluckyDucky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302093#Comment_3302093
it was just me, and i still had gens to do and there wasn't hatch for me to escape out of. i couldnt move anywhere bceause killer wouldn't leave like the 10m radius if i moved he'd see me and i'd of been dead instantly. only reason i was still alive because i was hiding, and i couldnt run, but because i hid too long crows started flying and gave away my position
"it was just me, and i still had gens to do"
Then the hatch was open.
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Not really, it's just made it a little easier.
I pick out anything I want in particular, like BPS and Cakes/Puddings, certain Iri or Purple add ons, otherwise choose the cheapest route, allowing the entity to claim as much trash as possible.
@Marc_123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301857#Comment_3301857
For the fun buying stuff.
I spend my BP mostly immediately. So i can´t really understand the problem. It doesn´t take very long.
I do wish levels 1 to 10 were automated. It's all trash and you don't get any choice. It's a needless 2 minutes of drudgery.
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@Gamall said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301515#Comment_3301515
So what's the point of prestiging a survivor if you need to switch to another one in order to avoid being dodged?
Indeed, why would you spend 500 hours in your bloodweb only to be ashamed of your accomplishment.
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@brokedownpalace said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301515#Comment_3301515
"Why would you P100 if not to show it off?"
Prestiging is not an option if you want to keep unlocking stuff for your character.
Also if someone has gotten a character to p100 and wants to hide it, then they clearly didn't do it to show off. Or at least not during matchmaking.
I will likely never hit p100 on any character but would still like an anonymous mode that hides it (including a real one for console players).
Finally, OP specifically addressed your point about swapping characters at the last second in the very first sentence of the post.
You unlock everything by P10. Even add ons and offerings, I have tons on my P10 characters.
P100 takes serious dedication, I've been trying for P100 David and Ghostface, and I'm currently up to P14 on each... you don't P100 by accident.
Also, I didnt suggest swapping characters at the last second, I suggested swapping characters, period.
Play your P9 Meg if you dont want people to see your shameful P100 Feng. I guarantee you that P9 Meg has a ton of BNPs and BPS anyway. This is effectively the same thing as hiding your prestige.
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Please use this perk correctly.
I can't count how many times I've been on a gen with another survivor, they use PE (luckily I'm running PT) only to dump it on that very same gen and use it a second time.
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So killers can dodge all the survivors who have chosen to hide their prestige?
Why would you P100 if not to show it off?
You're playing survivor, so you can just swap to another identical character with a different skin to hide your prestige.
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The problem with 'high risk' perks or mechanics, is that the higher skill you face, the higher the risk gets.
Better survivors = hex gets cleansed quicker.
As others have said, Plaything + Pentimento is only worth running because constantly cleansing all these totems acts as significant slowdown. But they will all get cleansed.