Seraphor
Seraphor
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I also find that, especially on Killer, evening and weekends are particularly bad when the Killer has the incentive bonus.
I can only assume that at those times there is a massive influx of survivors, particularly SWF, and as such, Killer games become almost hopeless unless you can hold your own at that high level.
Play off-peak and you face more reasonable survivors, and the odd potato who sacrifices themselves at your feet.
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@LibidinousPsyche said:
wow, thats like 10 years worth of play. Somone send me blood points lol. I know some of you are banking 1 bil of them and maxed everything LOL.
With the way they throw Bloodpoints at you now, and how everything is 30% cheaper than it used to be, you can gain about one Prestige's worth of BP in a day, and by day I mean a reasonable day, like 3-4 hours. So you might want to reduce your estimate from 10 years down to about 1 week.
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It used to be 1-3, now it's 4-6.
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@Ripley said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300743#Comment_3300743
Well because it's a traditional thing, just like the seasonal events. It would be weird to see Xmas jumpers for sale in the summer for example.
I don't see a problem in having seasonal items available during that season.
But there is an issue when those items are only available for Auric Cells, as are the newer items. People who think they may not be able to buy them next year or want them before then, will be subject to FOMO, and fall prey to a predatory marketing tactic.
Really, all the Christmas sweaters should be available for free, but only at Christmas, with all the other cosmetics available for Iri Shards. None of them should be subject to the "available for Iri Shards 4 weeks later" deal, because they won't be available at all 4 weeks later, they won't be available for 11 months!
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@DashMonsta008XV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300181#Comment_3300181
Why did they remove the Mori icon if it doesn't count as hook ?
I'm asking because,I'm curious.
er... what?
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@ByeByeQ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300165#Comment_3300165
I think the facehugger actually killing the first survivor is a huge problem actually. It would give the Xenomorph such a gross advantage from the get go, especially if you give them 1 shot downs later on.
I get it, it would be certainly fit Alien lore, but gameplay-wise for DbD it would be really horrible. DCs would be such an absolutely massive problem for the Xenomorph. "The facehugger is chasing me/has latched on to me. Might as well DC and move on since I'm dead anyway."
I think the Entity would have to interfere or something and have the facehugger not kill that survivor somehow. No killer deserves 1 nearly free kill every game, I don't care how cool they are.
You're probably right, players are the worst part of the game after all.
Maybe the chestbursting should count as a hook then, kinda like a unique hook like Cages of Atonement. Then an Iridescent add-on could have it change into a mori. This would be no different to tombstone Myers. You expect that the first attack will down you, but there's that tiny chance that it could be instant death.
Hell survivors already survive a hook through the chest, they can probably survive a chestburster.
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@RavenousSix said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299525#Comment_3299525
I never said this would help out SWF.
Why wouldn't it be necessary? Not everyone wants to face highly Discord voice coordinated SWF's all the time. If there are killers that do then fine.
Why is it a bad thing to have more options? Killers that want to face all kinds of mixes can keep all 3 check marks on or 2/3 etc.
If I just want to face solo queue and not want to deal with SWF that should be my option to choose.
No, I meant 'this' the update with the icons, isn't going to help out SWF at all.
So why on earth does this mean SWF need a separate mode that will cause wait times to skyrocket for everyone?
So would you rather queue up against all survivors and get a match in 1-2 minute? Or would you prefer to mark 'solo only' and wait 20 minutes for a game?
If anything, this update means there's even less reason to split solo and SWF, because they'll be closer in skill level. (in theory, in practice they won't because solo still won't use this information well)
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@ByeByeQ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300075#Comment_3300075
Interesting idea but what would be the counterplay for survivors? There would have to be a way for survivors to draw out the gestation cycle to buy time because if there are 2 gens left with only 3 survivors left against then the Xenomorph is winning every game.
- Run the facehugger and avoid impregnation.
- Harass the gestating chest buster while it's trying to grow? (like in the movie, gotta catch it before it becomes dangerous)
- Final form is still loopable, you just get fewer second chances.
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300024#Comment_3300024
Ngl, as ludicrous as this sounds, it also sounds 100% awesome! I wanna try this!
I know, it'll never make it into the game, but the idea's got me going now.
So lets say you've scurried around and found your victim, you can choose right now who you want to eliminate first so you could choose strategically and try to eliminate whoever you think has a Boon or something. You latch on, this inflicts that survivor with Incapacitated and the survivor has to struggle for 20s to get you off. At the same time, you as the killer gets a wiggle-like skill check system, and if you build up your meter before the survivor can pull you off (it would be a very close tug of war, like you realistically won't lose it unless you miss 2+ skill checks) then you impregnate that survivor. If not, you get to try again.
Now you're following this survivor around (kinda disembodied I guess, but maybe with a gestating embryo graphic on screen). You continue to have wiggle-like skill checks, in order to build up your gestation meter. The higher you get it, the more of a headstart you have once you burst out. Meanwhile the survivor has a 60s countdown, which depletes twice as fast if they do objectives, but they benefit from a +25% bonus to action speeds including repairs, or twice as slow if they stay perfectly still. (values may vary ofc)
Once that timer is completed, queue signature chestburster mori. Now you're in chestburster stage and you're vulnerable, but so are survivors. They can stomp on you, and you respawn as a chestburster, but doing so will injure and put them in deepwound. It also means you get another guaranteed one-shot kill 50-80s later. So it's a big risk-reward.
If they don't stomp you out, then you scurry away until you're further than 40m from a survivor, and you get the option to gestate, holding down the action button while you stand still and pulsate and grow and stuff. If survivors come near you in this time, the progress slows to 50%, but you can pause it and move away. This process takes you through two phases, each of which take about 30s of static gestating to reach. (but you've already built up a bit of this while inside the host)
Phase 1: Immature stage, you can attack survivors as a basic M1 killer, but not pick them up. Carry on gestating to unlock...
Phase 2: Adult, fully formed, perfect organism. Your basic attacks inflict deep wound and mangled on healthy survivors, your lunges are +50% longer, and you have a Shred-like M2 power that puts survivors straight into the dying state unless they have Endurance.
So all in all, it's about a 2.5-3 minute tier up loop, in which one survivor is one-shot eliminated, before you become fully deadly. Very much like infinite Tier III Myers with a tombstone piece.
Survivors get time to do probably 2-3 gens free of charge, but then those last 2-3 gens are much harder.
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@Xyphus said:
Please no.. I LOVE Alien.. But it would break my heart to see a brutforce like an Alien getting destroyed by a simple Survivor xD
What if it was like Myers, and had to tier up from nothing. You spawn in as a Facehugger, have to impregnate a survivor, and after one signature mori you have to run away and gestate until you're an adult?
It would make for a very unique gameplay loop. You spend the first part of the game running around like Victor until you latch on to someone. Survivors then get a limited time free of danger to do objectives, but then one is instantly removed. Survivors who are now down one member get a little extra time, before a killer who is about as lethal as a perma tier III Myers with Demo's shred is unleashed.
We'd finally have a new killer who was as unique as Nurse.
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Pretty sure it's Candyman dude.
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@Xendritch said:
Reverse the distance to evil gained values. It's kinda silly you get more evil standing right in front of a survivor compared to watching them from behind a tree or a window from a farther away and you're ya know, actually stalking them.
This is actually a good point. Reversing it would mean that you're more likely to tier up at a distance, and less likely to be able to trigger it in a chase.
It would mean less 99ing and popping it right when you're directly behind a survivor. But on the other hand it would make it easier to build up most of the stalk before being spotted, with survivors needing to actually be aware of their surroundings and potential LoS's to prevent it. Seems fairer for both sides.
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Haemorrhage is intended to be a counter to partial healing. You can't just keep stacking counters on top of counters.
It's like complaining that Adrenaline doesn't work when the killer has Terminus. No #########.
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@GenJockeyNance said:
Each survivor can pick four killers they favour
That's gonna be a dead mode then. Lol
Jokes aside, The only issue I can see with this mode though, as always, are the super competitive people who will use it as a way to best their skills. Sounds fun in theory, but the competitive nature of this game I feel would ruin it.
It would be somewhere for all of the competitive players to go, instead of regular matches.
Allow killer swapping in the lobby to account for killer bans, with no MMR, as a competitive mode you simply have to stand on your own merits, and it'll take the best of the best players out of regular 'casual' games.
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Sounds like a decent 'competitive' mode particularly with all of the restrictions. Although with a much clearly defined score condition (gens/hooks completed) I don't see why a 'winner' couldn't be declared on the scoreboard.
One thing though:
"Hooking/Sacrificing: A survivor that gets sacrificed respawns in a random location five seconds after their sacrifice animation is completed. They respawn in a random location but at least 45m away from the killer. They are healthy, have lost their item and have no hook stages."
This almost sounds as if the killer would benefit more by not sacrificing survivors. A non-lethal hook means a survivor has to be rescued, and then healed. That takes more time and applies more pressure than the 5 second respawn timer.
I would imagine the smartest play would be to 2-hook every survivor, and then slug as long as you feel comfortable doing, until you're confident you can score more hooks with a 'fresh' round of survivors with the gen slowdown you've inflicted with your slugging.
I would maybe set the respawn timer to something like 30s, so that there's not a significant downside to scoring that last hook and sacrifice on a survivor. 30s could account for the time another survivor would take to come for the rescue and subsequently heal them up to healthy again.
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@AbsolutGrndZer0 said:
I play both survivor and killer, and I'd say that I get tunneled in a majority of my survivor matches as I'm very often the first and only person that has been hooked. I'd say that's a fair definition of being tunneled if any is.
Now, as a killer I try to not do that, but if the generators are popping quickly, then sometimes you need to, but even then I'll only do it if there is literally nobody else in the area.
The way I look at it is that every survivor main should play killer for a few games. Do some Tome challenges. Learn to see things from the killer side. It will make you a better survivor. Every killer main should play survivor for awhile Do some Tome challenges. Learn to see things from the survivor side. It will make you a better killer.
If you're often the first and only survivor hooked, you might want to look at why that is. Statistically it should only happen 25% of the time. What is making you such an appealing target? Improve on your stealth.
And yes, everyone should play both roles. Don't limit it to just a few tome challenges. Complete every challenge in the tome. It doesn't take long. A page usually takes me about 2-3 days worth of playing, which is probably about 4-6 hours.
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@versacefeng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299350#Comment_3299350
I wouldn’t consider blight, oni, or wesker to be antiloop. They’re all just very mobile.
I'd say Wesker, Blight and Demo are all similarly minor-anti-loop, because on loops with long straight walls then can cut them off easily. Thing is, on the smaller loops their powers are actually useless, as survivors can turn the corner before the killer can line up a lunge.
Oni on the other hand takes time to ramp up to speed. That's not really used at loops as much as it is for map traversal.
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299957#Comment_3299957
Not really. Your definition of looping is not running tiles which most people are referring to when they talk about anti loop, such as long walls and short walls.
So what do you call it when people run around a small loop with a pallet 20+ times until they drop the pallet in your face and move to the next one?
And don't tell me people don't do that. They do.
Am I not allowed to use powers to shut those loops down? Should I just accept that I'm either committing to a 2 minute+ chase and eat several pallet stuns? Or that this survivor is essentially untouchable as they perpetually remain equidistant to me on the other side of the loop?
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@Sava18 said:
Also guys looping may have been running around in a circle back in the day, but the term definitely includes all parts of chase now.
So then use the word 'chase' instead.
There's no such thing as 'anti-chase' powers.
Edit: I retract that statement, anti-chase certainly does exist and it's probably the next best thing to anti-loop. It's Ghostface and Tier III Myers. Stalk 'em and down 'em without a chase.
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Yes please.
This would complete 2 of the 3 much needed solo survivor buffs, that would bring them up to SWF level without inadvertently buffing SWF as well.
The last would be some form of quick chat function for alerting survivors to where you / the killer are in a very vague way like 'near' and 'far'. E.g. "The killer is here!" and "Coast is clear."
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I mean, it's bonus BP. Imagine complaining that your bonus BP isn't bonus enough and therefore should be no bonus at all?
Tbh though I didn't even realise this was live. I can't see anything in game to show me what multiplier I'm currently at despite playing multiple games back to back.
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@RavenousSix said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299520#Comment_3299520
I don't mind if they give this change to survivors if they give killers an option to queue exclusively against solo queue survivors or solo+swf mix or pure swf.
That way if I don't want to face any swf I can just queue against solo survivors and I don't mind one bit.
Let killers have 3 check boxes. They can get in whichever queue they feel like.
That would absolutely destroy lobby wait times, and why would that be necessary exactly?
This isn't going to help out SWF at all. In fact Kindred is more effective than the icons, and SWF already don't both running Kindred.
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@RavenousSix said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299514#Comment_3299514
I'm asking for specific examples. Perks don't count since both survivors and killers get them. What improvement did killers get?
Were you around for 6.1? Do I need to list all the basekit buffs to killer we got then?
That's not to say killer isn't deserving of other buffs too. A buff to default FoV (or a slider even) would be very welcome.
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As a solo survivor, and a killer player, this change won't make a bit difference to how games feels, from either perspective.
Currently, solo survivors are forced to run Kindred. Which means SWF gets 4 perks and solo get 3 (sometimes 2 if you consider the need for something like Sole Survivor, or other info perks like Bond, Situational Awareness, in order to lure other survivors to you).
This removes the need to run Kindred as default, and anything that prevents certain perks being absolutely necessary is a good thing. Just like the basekit BT.
But on the other hand, survivors still won't make use of these icons. I run Kindred every damn solo survivor game, and the other survivors are clueless. They can see these big yellow silhouette things that show where everyone is, but instead when I get hooked I see them dancing in the basement, or all on separate gens when there's only 1 more gen to repair.
I guess it will improve solo survivor in a way because without Kindred I'll be blissfully unaware of how stupid my team mates are being.
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Considering Distortion is something you don't really use in chase and is made for avoiding chases to begin with, I'd say it's fine.
It would be a bit of a clunky design to have to run up to the killer, hide within their terror radius, while you potentially have no Distortion and therefore no protection from aura reading, in order to charge it up for later.
I wouldn't mind it pausing in chase if it charged a bit quicker out of it though.
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@InvadeGames said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299494#Comment_3299494
you seem to be a fairly respected member of the community here otherwise i would doubt you knew what tunneling was. you must live in a different world than me.
I've been playing Solo Survivor all day today, and I've witnessed tunnelling in about... 2 out of 12 or so games?
A fair deal of camping mind you, at least two instances of facecamping before the gates were powered, but not much actual tunnelling.
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Yep. Survivors get tunnel vision, and if they get chased twice, they seem to be completely oblivious to anything else you may have done in between.
I've even been hit with the "you tunnelled me and my friend at the same time," as well as being accused of tunnelling when the freshly unhooked survivor baited the BT, and then proceeded to body block the hook (while injured in deep wound) of the now downed hook trader who rescued him.
In my experience, accusations of tunnelling are almost never actual tunnelling, and by contrast, killers who actually tunnel have no problem admitting it.
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This barely replaces Kindred.
It's still up to survivors to use that information. And I can tell you, other survivors don't use the info from Kindred as it is.
I was hanging on the hook earlier with Kindred, and I could see two survivors on the other side of the map hiding in the basement.
Edit: oh it happened again. I had Kindred and I was hooked. We have 1 gen left to repair, and all three other survivors were repairing separate gens!
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Yay, lets run around this stack of crates 20 times as the killer gradually gets closer, then drop the pallet right before they can hit me and repeat at the next stack of crates. Such fun!
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I think this is better.
Currently, with the vault dead center of the wall, it puts the killer in a lose-lose situation if the wall is unbroken, and if it is broken, they still have a long loop towards the back of the building.
With it swapped over, when unbroken, the vault is close enough to that door that the killer can still just loop around without losing too much distance, and with it broken, it puts the vault on the side of the shorter, unsafe loop.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299252#Comment_3299252
we have it, it's on the main page
Ah, thanks for pointing it out. I rarely go to the main page. Just General, Feedback and Recent Discussions, and it used to be on each individual forum page.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299196#Comment_3299196
Sadly this is my feeling as well.
Icons like those should have been done years ago and they will probably help. But it will not change the fact that some players just dont do anything.
I have seen games were two Survivors were on a Gen, the Obsession got chased (Claws moving AND just got injured) and still none of the two got me before I reached second Stage. Despite all Information available.
And I expect that I will see a lot of time that Survivors dont do anything or waste their time doing Chests or stuff like that.
So we will see how helpful it will be. But it is a step in the right direction, maybe it makes SoloQ bearable.
This is already how games play out when I'm on the hook and running Kindred.
This just means Kindred will be less essential. Which is great, but it's not going to fix solo queue.
Also, sad to say I missed this as I'm not on Twitter. @Mandy is there any chance of getting the Twitter feed on the side of the forum again like we used to? That's how I used to get all my first-hand BHVR news!
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@OnryosTapeRentals said:
Would love to echo this sentiment except I'm literally yet to see any killer go into a snowman this entire event.
Admitted it was much better the first few days.
One of the earlier games We had three snowmen dancing around Feng who was doing a gen. Then a fourth snowman turned up... no one knew who was the killer, or even who the killer was. Feng got in a snowman herself, and after a minute or two of high fiving, Bubba burst out in the middle of all of us and downed three at once. After a few hooks he let us all go.
But now, I think everyone's getting a bit fed up of it, particularly fed up of trying to play around and the opponents not respecting it and still sweating anyway. I can't count the number of games the last few days where the other sided have sweated unnecessarily. Games where one survivor DCs, so I intentionally go easy on the remaining 3 and mess around in snowmen, but they don't join in, and still try hard to deny me any hooks, even when I've intentionally left them alive on death hook when I could have easily killed them, and I've allowed them to power the gates, quite obviously, but they're still trying their hardest to deny me the last non-lethal hook.
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Solo queue has issues. It's notably worse than SWF, and it can result in completely hopeless games.
But it's not an absolute thing. The game is still perfectly playable as a solo survivor, just don't expect to escape most games like you would with a SWF.
Full SWF on voice can expect a 50%-60% escape rate, while solos can expect about 40%. That's not that big a gap in the grand scheme of things, and it's still subject to player skill.
Today I've played 7 solo survivor games and escaped 4 of them. 3 of those escaped games were 3/4 escapes, and 1 of the deaths was an endgame I could have survived, but I went back for a save and traded myself to be left behind. So really that was only 2/7 games I 'lost'. I know this isn't the average experience, this is a 'good' session for me, but it's still entirely possible.
By all means complain and criticise about changes that need to happen, but calm the hyperbole and don't catastrophise. It's not that bad, and if it was, y'all wouldn't be playing it.
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This is such a familiar scenario, and why is it always a Feng?
I had exactly this happen with a Feng and a Kate. Only I was running Ghostface with CCTV Camera. So I let Feng wiggle, marked and downed her again to reveal Kate's aura and killed her, letting Feng escape.
Turned out they were a duo, and Feng wanted Kate to escape. 🤷♂️
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@Dream_Whisper said:
I would have preferred if rng is core aspect of Asymmetrical horror game that is DBD, and map offerings kill that vibe as it gives one side a significant advantage. If only the devs bother to Rebalancing maps, especially the Survivors sided ones; then I would absolutely fine with maps existing in the game.
If map offerings have to be reworked instead of removed, I would lean towards making map offerings go 100% remove the chances of going to that realm of maps. (A player burns a map offering RPD badge, will now make the map of Raccoon City Police Department maps impossible to go).
Same can be apply fo the sacrifice ward, make the spawn rate just as relevant as regular map offerings in the Blood web; and give the other side the option to reject map offering and that you can go to that map regardless.
My problem with Sacrifical Ward offerings besides the rarities of gathering them; is the fact that they do not even work all the time. There was one game or two, I encounter a SWF team whom used a map offering Coldwin farm. I planned ahead and suspected they were going to used it, as I saw their TTV name and saw their clone Dwilight team. I used a sacrifice ward at the last second, they only burn two offerings. I pretty sure the description specifically that map offerings will not work, if the offering is used; and I was confident they didn't all 4 burn coldwin map offerings.... Load into the game, and well... I am in Coldwin farm now -_-
(Not sure if this is a bug or this is asymmetrical game being so much in favor of that swf at the time; but it annoying that map offerings are quite overpowering as one Survivor can literally give their hold team a advantage; while most of used are using BP offerings)
Just because you negated the map offerings, doesn't mean that map isn't still included in the roster of possible RNG maps.
Those survivors just got incredibly lucky that they ended u on Coldwind anyway.
Unfortunately, certain killer builds are entirely reliant on a certain type of map. Killers like Myers and Ghostface have builds that simply don't stand a chance on any kind of open map, they need to stay indoors. So they rely on map offerings.
I do think it would be much fairer if all map offerings included multiple maps or map variants in their own mini roster. Just like how MacMillan's Phalanx can take you to the pit, or shelter woods, or coal tower, if every offerings had multiple maps, then you can make sure those different maps included intentionally killer/survivor sided options. This would retain the RNG aspect as to how well it benefits one side or the other, but you retain the ability to 'choose' your realm from an aesthetic point of view, or to ensure that you get an indoor/outdoor map if your build relies on it.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3298827#Comment_3298827
I would not be against making sacrificial ward yellow offering and make it come to bloodwebs more often. That's about it.
The fact that you just got unlucky in bloodweb does not change anything.
Unfortunately if I play my one single indoor map offering in an attempt to play my favorite killer build in the game, and someone plays a sacrificial ward, I suspect my Internet will stutter while the game loads in.
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I just went through 43 bloodweb levels to get 2 scratched mirrors and ONE indoor map offering.
Killers needs 100% map offerings. Period.
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@BillsHere101 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3297426#Comment_3297426
If you run over to another gen the incapacitated effect has run out by then. Idk why you so mad.
Either way you're literally spending those 25s by wasting time in whatever creative way you want to waste time?
Eruption is essentially the old Pain Res + DMS combo in one perk. It takes a bit of set up, but you can trigger it on multiple gens at once and it can't be avoided as easily, so it's not so much a drawback as it is an even trade off, for one fewer perk slots.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3298546#Comment_3298546
And you think the devs doing more mid chapters will change that?
To a degree, yes.
A lot of the dev time goes into playtesting and bug fixing (which is still not enough in some cases evidently), but a lot of the playtesting and quality control is centered around new features, new killer powers and new perks. Take out the 'new' stuff and you can focus a lot on the existing stuff.
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I think it would be nice to have a couple of chapters that 'only' have either a survivor or killer, and also comes with a few map reworks plus some general game health updates and QoL features.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3297960#Comment_3297960
Ok. But boons need to be blessed in 1s then. Otherwise it's so time inefficient. CoH needs to heal in 12s. Shadowstep needs to have 60s linger time, dark theory needs to give +10%move speed and 20% vault speed and exponential needs to be able to pick you up in 5s. Otherwise it's super high risk against mediocre reward.
Shadowstep is sometimes being used by people that don't have motion sickness problems. It's that important. If you played any dash killer or encountered survivors that can window tech you, FOV tech you or spin you or hide under some rock or something, you would understand. The game is balanced around lower visibility of killer. If you remove this, you are providing quite a substantial buff to all killers (but most to dash/blink killers like nurse, blight, spirit, wesker or oni)
Inner Healing takes 14s to cleanse a totem.
So why should CoH, which provides multiple heals, take 1s to bless?
The rest of the boons certainly need buffs to compensaten but that's always been the case that CoH is far better than the others. CoH can be placed somewhere safe, while the others work while the killer is nearby.
The best buff to make first would be to remove the killers noise notification when a totem is blessed. The killer won't know a boon is active until survivors have had a chance to use it.
The game was balanced around limited FoV for killer, but the game isn't all about stealth now. Survivors spend 90% of their tine dancing around the killer now and its obnoxious when you can't see a survivor you know is literally standing on your toes.
A wider FoV also comes with a wider angle to be blinded by flashlight, plus it reduces visibility at a distance. So it already has pros and cons that balance it.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3297490#Comment_3297490
No to all 3.
SWF don't know exact locations. At best it's approximate location + killer's position is still a big part in it (because camping).
Shattered hope basekit means all boons (CoH included) are about as useful as flashlight while killer has lightborn. This change would 100% destroy all boons. It's like saying that eruption, OC and COB are fine so long as survivors get basekit blastmine that has 20s stun and needs just 10% gen progress to arm. Who would still play gen-kicking perks?
Shadowborn basekit just breaks game design. You take away survivor's things to be done (using FOV against killer) so survivors would need additional new weaponry - double the amount of pallets. The game will be much worser then it is, but it's you who wants to break base game design.
Seriously - this idea is about as wrong as it gets. I could counter it by saying basekit survivors need to be 110% speed to rival your idea.
How on earth would that destroy boons?
Before we had boons, we had Inner Strength (Inner Healing). You consume one totem, and you get one fast heal out of it. This was considered a strong healing perk.
Then we got CoH, which gives unlimited heals per totem, and the totems aren't even consumed.
Inner healing: 1 totem = 1 heal
CoH: unlimited totems = unlimited heals
Right from the start Boons should have been one and done, totem consuming perks, so that you get limited (but still multiple!!!!) heals per totem. This would still make CoH better than Inner Healing!
Shadowborn basekit breaks the game? Now I know you're joking. Shadowborn isn't even worth running as a perk. It's just a decent QoL upgrade for killer at this point.
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@GlitchyGamer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3297767#Comment_3297767
Or...and hear me out on this one- Behavior could address the problem. Everyone likes to just divert the blame. Avoiding the streamers won't stop the lobby shopping, the messages in my inbox, the black wards every game and the overall attitude of the game when there's high prestiges in the lobby. Like you missed the whole point and let's be honest, behavior likely will too. Literally a pattern for them at this point. I don't actually care about the streamers opinions of me. But the game experience is terrible right now and removing prestige (or hiding it) will at least cancel the lobby shopping and lessen toxicity a little bit. I shouldn't have to turn off my messages and use characters that I haven't spent money on because they wanted to add a show off badge that does absolutely nothing. It was better before they added prestige.
Or BHVR can stop babying players and let adults police their own behaviour.
90% of the problems with this game are in fact problems with other players, and BHVR can only do so much with the game design to discourage those things.
You, and other players, should realise that prestige ultimately means nothing. You could put all your BP into one character, or you could get 10 characters to P10, and it takes the same amount of time.
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All he needs is a change to stalk meter acquisition so that he can't entirely exhaust survivors and end up with zero power.
Maybe even disable that when using the unlimited tier III add on.
Otherwise he's fine. Sure he slows down while he stands there stalking, but that's bypassing the first hit of a chase and bypassing Dead Hard.
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You could just not go to peoples streams. Just because they have TTV in their name doesn't mean they're some kind of celebrity or influencer. In fact more often than not, TTV in the username means they don't have a large following. They are just players, like you.
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There's a huge difference between teaming up with the killer, and self-preservation.
Doing what is in your best interest to survive (or maybe just to get to the next game quickly) that comes at the expense of another survivor is not 'teaming up with the killer'.
Teaming up with the killer is a very conspicuous behaviour, which involves the killer specifically not injuring or sacrificing you, while you intentionally provide the killer with information. Ultimately with you as a survivor escaping in exchange.
If you're already lying dead on the ground, teaming has not occurred, you are now in a lose-lose situation and you have no choice but to crawl in a certain direction, either because it's the only option you possibly have to get picked up, or because it's the only way to end the game due to the killer taking the game hostage, which is outside of your control.
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What's the issue?
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@Sycamore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3297490#Comment_3297490
That's my point. They have to share the information. A lot of SWF's don't even do that much. Adding a quick message radial to the game leaves it up to the survivors to share information, not just getting it for free.
Trust me, if all the Survivors had the information to know everything that is going on all of the time, the game would no longer be playable.
The point of the game is the unknown, and already Survivors have too much information.
SWF that dont share information arent a problem are are effectively solo when it comes to skill and game balance.
We want to close the gap between SWF that coordinate, and all other survivors.
It's this gap that makes killer 'unplayable' with coordinating SWF. Smaller gap = more killer buffs and info.