Seraphor
Seraphor
About
- Username
- Seraphor
- Joined
- Visits
- 9,011
- Last Active
Comments
-
I do like to mess around with Dredge, as I find I can turn the game around quicker with them than any other killer.
Survivors playing chill = I play chill
Survivors playing sweaty = I claw back the lead
So yeah, sounds fun.
-
No, because this means a killer can lock down a good 3-gen and never have to leave, constantly hooking survivors on the same hook that's in the center of his little nest.
Most maps have enough evenly spaced hooks that you can comfortably make it to another one within a default wiggle time. For those that don't, those maps need reworking before anything like this should be considered.
-
Kindred (without killer aura) can be basekit when Shadowborn and Shattered Hope become basekit.
Deadly serious, I would be for any of those being basekit IF they all were.
@Sycamore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3297234#Comment_3297234
That's what I am saying is too much FREE information. SWF can share information, they don't get it for FREE. The dev's have been hinting of adding icons, in my opinion that is the worst decision they could add to the game. It would make survivors way too powerful, when the real fix is giving them the ability to share information, not give it to them freely.
SWF can already share information, correct. They don't need it for free, correct. So they're not gaining anything from this.
All this does is elevate solo survivors a bit closer to SWF levels. What this does is level the playing field between solo and SWF, so that there isn't a huge skill gap. This means you have a much narrower range of skills to account for, which means survivor can be properly balanced against killer, and killer can receive more buffs, because it's not constantly catering to solo potato survivors anymore.
-
Shattered Hope is like Shadowborn. It's something that should be basekit, or at least an option, that doesn't quite deserve to take up a perk slot.
It's in that weird place where I feel I should run it all the time, but I can't justify it.
-
Because it's nothing to do with the game and you can't police it.
When you decide to stream your gameplay you're choosing to make it public and available for your opponent to see.
-
@RavenBirb said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3289418#Comment_3289418
You're talking as if Killer has all these different options and builds when that's not the case. You're gonna complain about killers using good strong perks but then its fine when survivors use theirs. Killers don't have much to keep survivors off gens and downing someone to give you time to hook while others are incapacitated and should be HIDING until it's over. Nope just gonna cry like a baby for the hand hold experience
You talking like I'm an entitled survivor main.
I'm a killer main who doesn't use Eruption, in fact some of my favourite and effective builds use no slowdown at all.
Killers do have plenty of options. It's just that most (like survivors) refuse to step out of their comfort zone.
-
This is really aimed at two killers, Nurse and Blight, and there are more issues with those killers than the ineffectiveness of DS.
I think this should just be a feature of these two killers. When stunned, their powers lose all charges and go into cooldown. This provides higher skilled survivors a better chance at countering these killers at higher MMR.
Spirit is slightly different, as a full cooldown for her would be 15 seconds. Her power has a much fairer use-cooldown ratio already. Though I suppose if you were to run with this idea you could give her a 5s penalty for a stun or something.
For DS specifically, I think the stun should be increased to 4s, and given that it now deactivates at endgame (good thing) it could do with being active twice per game, once for each potential unhook. This would increase it's value as a deterrent (given that it's no longer used often enough to provide an innate deterrent simply due to the possibility of it existing) as the killer who triggers it after the first unhook will know to expect it after the second.
-
Ages ago, around the time the third page of the current tome came out.
Two pages of the Halloween event tome and two pages of the current tome were enough complete the basic rift, just some extra games and a couple challenges from page 3 to finish the rest.
-
It probably has something to do with how Myers's power works, survivors themselves don't get exposed, instead it's a global effect.
Ghostface's power however should work fine, because it affects survivors individually.
-
It sounds like a bug, whether or not it's bypassing the Endurance while still triggering it, or somehow registering two hits in quick succession.
-
That's pretty cute actually. Unique charms like this are probably the ideal sort of thing to give out for Prime. Better than BP, but not as controversial as limited skins.
-
Thing is, a 3K isn't necessarily a win or a loss on it's own.
For starters, it's technically 3 wins and 1 loss. Secondly, did the 4th get the hatch? Were the exits powered? Did the survivors repair all the gens? If the answers are yes, no and no, then sure, that's a win even if the last one technically escaped.
Additionally, win or lose notwithstanding, I would rather lose to a team who legit outplayed me, than try to force a "win" by camping and tunnelling, or playing an 'endgame build'. Falsely earned MMR hurts you in the long run, putting you against players who you don't stand a chance against without the less savoury tactics, which is partly why the game is in the state it's in.
-
I do think that A. Overcharge doesn't need as much regression as it has, and B. Eruption needs something either tuned down or reworked so that solos aren't completely screwed. These two things alone would make a big difference.
-
Just wondering, do people actually prefer having keys and maps separate? Any pros to that? Or do y'all just not care?
-
@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3295603#Comment_3295603
yeah thats broken, force the killer to camp for 60 seconds and you have a min of 15% speed.
There is no reason to punish the killer for this.
Er... no? Math? Hello?
For that you would need to force a killer for camp for 60s, then leave the survivor on the hook for a further 60s (so leave them to die).
So you give up a minute of repairs (and a survivor) to get 15% for 20s, 10% for a further 20s and 5% for a further 20s?
You realise that's a massive loss right?
You can't significantly profit by abusing this as a survivor. There is absolutely no way survivors are benefitting from forcing a killer to camp this way, you will gain a much bigger advantage by A. just doing gens, or B. actually rescuing the survivor.
And sure, maybe 24m is a bit too big, make it 16m like Kindred then.
-
As a lethal user, I kinda agree.
The perk is 7s, but it buffs itself, which is odd, or at least redundant.
I think it should be 7s in total, whether its by nerfing it to 5s or simply prevented from buffing itself.
Then add a range limitation; only survivors more than 40m away are shown. This way oddly close spawns can't take advantage of it, or fast killers who can cross that distance in under 7 seconds.
-
@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3295333#Comment_3295333
You can use the beneficial buff later, so it would not be flawed.
No, it would dissipate after the survivor is unhooked, or 20s after the killer leaves the area.
-
@Kalinikta said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3294460#Comment_3294460
This response showcases that you want a baseline buff to survivors.
And that's hilarious because I'm mostly a killer main. I came up with this specifically because all of the other suggestions to prevent camping/tunnelling would be busted and abusable by survivors. Things like pausing hook timers, teleporting hooks, etc.
Even your suggestion of "just extend hook phases" wouldn't do anything. It would just make the "hanging on the hook is boring" problem worse, because it would take longer. Survivors hooked would give up more often and give the killer free kills, meanwhile other survivors would feel less pressure to go for the rescue, meaning you're applying less pressure as killer.
As a killer (who doesn't camp or tunnel) I'd welcome this system. I'd also like a whole host of other killer buffs too but that's not the topic. And as a solo survivor I'd like to have games that aren't over the second someone gets hooked.
I'm also against the basekit Unbreakable, and the finisher mori system is too restrictive. Is that enough for you?
It's pathetic how killer/survivor mains see an argument or suggestion that they assume suits the opposite camp, and immediately go into us vs them mode. I shouldn't have to defend myself like this and explain my stance on all the different issues with survivor and killer in order to evade these accusations.
-
@Walex90 said:
This is how it's been working and is supposed to be (random video):
Yes, it would be nice to be able to see the killers aura.
At least before last week, you could see it after the bubble disappeared.
-
@BenSanderson55 said:
"And I'm saying it's not a significant hindrance. Otherwise people would have been complaining about it for months" People have been complaining about camping and tunnelling for years, so it's a significant hindrance then right? where's bhvr? lmao
Is this supposed to be a 'gotcha'? Because you're right.
-
@Walex90 said:
"you might not be able to see the killers aura for about the first 4 seconds"
That's literally the bug that's out for Idk how long anymore.
And I'm saying it's not a significant hindrance. Otherwise people would have been complaining about it for months, and I would have noticed it in my hours upon hours of running kindred over the past few months.
You could at least still see the killers aura.
As of the most recent patch, Kindred does not show killers aura at all.
As of right now, the bug you're talking about is a non-issue, because you can't block auras that don't exist.
-
@Kalinikta said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3294431#Comment_3294431
Mmmh? But if they are chasing someone they aren't camping or tunneling, yet the team would get a buff to knock out the last 1 or 2 gens in peace and providing more time to get a save on the person after the objective is completed.
The issue is that it punishes people that aren't doing what you want to punish. Provides temporary buffs during a match as well making gens go quicker. I chase the nearest survivor to a fresh hook, in the time it takes someone else to show up for the safe save, as the killer is chasing someone else, the gen jockey gets a random 5 to 10% buff.
You can state well that is sacrificing the work of the other survivors, but those wouldn't be on gens regardless. Because you have 1 on the hook, 1 in chase, 1 going for the save and 1 on a gen... Just doing what they would do normally to progress their objective quicker.
Getting someone on a hook, means 2 people won't be on gens. Chasing someone else means you pull more people off gens ... Yet now the survivors get a buff for you not camping and tunneling.
Consider you have the last 3 gens in a 48m area and hook someone somewhere near the center ... The killer literally would need to go sit in a deadzone or camp it out because the mechanics would prevent you from defending the gens.
So... Yeah it is abused.
Are you accounting for the 20s it takes to trigger? And then the effect is only active as long as the survivor is on the hook. It's a lot of set up to intentionally abuse, trying to instigate this for a mere +5% buff to repair speeds for about 20s simply isn't worth it for survivors to strive for.
And typically a survivor looping the killer around a hooked survivor is a detriment, because it means other survivors can't make the save. Leaving that survivor hanging on the hook for almost an entire hook state just so your ONE gen jockey can get +5% is less preferable over simply rescuing that survivor and getting back on gens as quick as possible.
Currently, 3 gen scenarios with a campable hook in the middle form a stalemate that is unwinnable for survivors. This would be a good thing, and still not all survivors would be able to pull this off.
-
@Kalinikta said:
24m is a Huge area and would result in people getting the buff nearly constantly. You claim it cannot be abused, but it clearly can as good survivors could setup a save / trade in time and loop in such a huge area for the buff. There are so many maps and situations where this would negatively impact those that aren't camping.
Want to make camping less effective; simply increase the hook stage timers. Far less intrusive and problematic across the board. It gives people time to do gens, reset, etc. to coordinate a save, with pretty much zero chances of punishing people that aren't camping.
Additionally reduce the snowball effect and reduce the effect of people successfully being killed just guts any close games into a survivor favored situation. The whole game of killers rely on snowballing at some point in order to have a comeback, it guts that principal. Having mechanics only adress the one side getting ahead while nothing is done for the other is a horrible idea. It bails out survivors significantly if they messed up and punishes killers that played well. Even out the playing field ... What is the equivalent the other way around? Did a gen a killer gets 5% movement speed, vault speeds, hit recovery reduction, pick up and hook speeds?
Want to reduce the effectiveness of tunneling, go look at what the comp players do. The effectiveness of tunneling is literally based on ones ability to loop and their teammates ability to take a hit and protect them.
It can't be abused because 2 survivors on gens with +15% is less effective than 3 survivors on gens without +15%.
You need to sacrifice 100% repair efficiency to 'set up' this 'abuse' in order to gain 15% profit.
For the exact same reason, it doesn't punish killers who do well or reward survivors who don't, because 15% is less than 100%. One survivor being alive is much more valuable than the potential 15% buff.
Currently, if one survivor dies or DCs, everyone just gives up and it's an instant 4K. That's busted and needs fixing.
-
- Doctor can teleport to a fake doctor with a 4 second delay, it cannot be interrupted and has a 50 second cooldown, you hear a global laugh while he is teleporting
Yeah that's absolutely busted. You can see illusionary Doctors as they spawn right next to a survivor. You can basically blink to a survivor from across the map.
Doctor doesn't need a massive amount of mobility, he has the absolute best info power of all killers, which can also slow survivors down. He could do with something, like most M1 killers, but really, of all the killers, he has the time to walk there.
-
@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292890#Comment_3292890
Giving stats about hooks instead of kills means nothing and does not help anything. So long as camping and tunneling is optimal strategy, people will do that. Changing reported stats to hide that killers win games 60% of time because of it helps nobody.
It absolutely means something.
What's the problem with a terrible killer who gets no hooks all game but runs NOED and 1-hook-kills everyone at EGC, and a good killer who doesn't camp or tunnel, gets 2 hooks on each survivor, but then they all escape?
The wrong killer is getting credited with a kill (and contributing to kill rates).
How about when a killer really struggles and by all means should lose, because they've scored maybe 2-3 hooks all game, the survivors have powered the exits, and are teabagging. But then the killer gets one last down, the survivors make the reckless decision to swarm the hook for a cocky SWF rescue attempt, and they all go down and die.
That's not a game that should have been won, and by crediting the killer with those kills, you're making it seem like they're better than they are.
Or a bubba who camps out 3 hook stages for each survivor, so that they all die on their first hook? Terrible killer, gets rewarded for it and boost kill rates.
As long as you want the game to not be about camping and tunnelling, then you need to credit the killers who don't camp and tunnel, you need to stop praising kills over hooks. As long as bubba's get the same result for camping out 3 hook stages as they do for maximising hook scores and rotating survivors, they'll keep doing it and the problem won't go away.
If hooks were the goal instead of kills, you would not see camping at all. And the only way to start the process of getting to that state, is to have data to back it up. That data is hook rate vs kill rate.
As someone who plays killer like this, I'd love to know my hook rate over my kill rate, and whether or not my main killers have high average hook rates would be more useful to me than average kill rates. I absolutely hate it when a hooked survivor goes to second stage. Why did you guys not rescue your team mate? You've just cheated me out of another hook.
And for the record, I treat survivor the same way too, and more people should. I would much rather take a game where I manage to repair 2-3 gens, make 2-3 hook rescues, and half a dozen heals, with a few stuns thrown in for good measure, but I ended up dying on my third hook, than I would a game where I escaped but only managed to repair gens and nothing else. Escaping isn't everything, and I often get a bigger score and more pips on games I die in, than some of my escapes that were clearly too easy and too unrewarding.
This is another aspect of why 'kill rates' are not a great measure of the state of the game. A very closely matched game will be a game that could swing either way at the last minute, and a good game that ends with a 4K is a much more preferable game for me as a survivor, than a game where the killer cant hook anyone and we all escape without a fuss.
-
Both. They spawn when you complete a gen or make a hook, and are in potential totem locations, so long as there's no totem there already.
-
Er... survivors just got basekit BT and OTR was mega buffed. Plus Fogwise and Hyperfocus are pretty strong new perks.
-
@fake said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3294227#Comment_3294227
Okay, I admit that my language was bad. And I will change my mind.
The DC happens to distort all the events that would have correctly incorporated the kill rate into the statistical numbers. Regardless of whether those games had high or low kill rates.
I have considered only with respect to self-serving DC in solo queues. In that case, the player who does the selfish DC... Selfish. That is not an accident. If that game is 0k or 4k, the statistics are skewed because it is no longer included in the statistics.
And on the other hand suicide increases the kill rate to be included in the stats. There are many sentiments I would like to say, but I think they are selfish and it is becoming a problem before it is balanced.
So with DC game written off entirely, and hook suicides skewing the kill rate up, also consider cases of friendly/farming killers who let survivors go.
If you assume the suicides cancel out the friendly killers, and DCs are neither here or there, I'd say the rates are more or less an accurate representation.
Obviously there's assumptions there to fill in the gaps for things we don't know, but I don't think the kill rates are too far off the mark.
-
@fake said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3294197#Comment_3294197
Yes.
If a DC occurs, it means that the game is not included in the statistics. I understand that.
Survivors who DC selfishly often do so because they cannot accept their own death, i.e., losing, right?
If they had not DC'd, it would have been calculated as a statistical kill rate and the kill rate would have increased. But they exclude games from their stats that would have increased their kill rate in order to DC.
Not to mention that if those games had been included in the statistics without DC, the kill rate would be calculated more accurately.
Therefore, I considered that "DC reduces the statistics".
Had they not DC'd, it could have been 4 escapes.
I've had teammates DC on the first down of the game, only for the 3 of us who remained to complete around 4.5 gens before we started getting sacrificed. That 4th survivor could have easily turned that into a 3/4 escape game.
You simply can't factor games with a DC. The moment they DC they skew the outcome of the game entirely. Even if they're on death hook, their DC saves the killer 30s or so which could turn the game around.
-
@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3294118#Comment_3294118
I always did prestige only for the cosmetic/achievement side of things, as I found after the first few I realised any rarer items didn't seem noticeably more common.
But I feel that with more BP potentially being earned (if incentives etc are active) they have tried to balance out the BW so you are not overflowing with strong items to the point they are in every match. But I think they have messed up the balance, or maybe it is also feeling much more apparent with incentives being disabled?
But looking at my webs so far today...
I feel like if you're P10+, each full web (above level 25 or so) should guarantee an Iri of some kind and/or 2-3 purples.
If you're trying for a specific purple/pink add on, it should then "only" take around 2-4 webs to get one of them.
That's what, 80-100k BP? For one decent add on. That doesn't sound "too easy" to me.
-
Took a while, as soon as I equipped this challenge every survivor I encountered was a serious competitive one.
Even when they did get into snowmen, they'd burst out when I came within 10m.
Had to throw about 5 games by doing nothing but snowman dancing to score it.
-
I thought higher prestige was supposed to come with a higher chance of rares.
But my P13 Ghostface regularly gets entire levels (above 25) that are nothing but commons and uncommons.
If 10+ isn't high enough to make a difference I don't really see the point.
-
For his power, I kinda feel like Artist was a dry-run for Candyman, in a similar way that Billy was Bubba and Spirit was Sadako.
Literally an artist, unjustly lynched and killed, arm/s chopped off and replaced with own-made weapon/s to exact revenge from beyond the grave, signature creature (bees/ravens), signature substance (honey/ink).
So I'd expect bees could be summoned on survivors one way or another to disrupt them and detect them, and prime them for an M2 attack injury. Maybe not by shooting them across the map like missiles, but perhaps like 'traps' or around gens or something. It wouldn't be a main power like Artist, but a secondary one, like Sadako's condemned. And he would probably have some form of teleporting.
-
@FreddyVoorhees said:
I doubt he would sell enough. I have never even heard about him before. Can he match the purchase power of Wesker ?
Dbd needs some high caliber killers after the knight update. Ever since he came out , I have seen him only once in the trials.
Right now , it better be Jason/Xenomorph/Predator/Pennywise/Dimitrescu/Terminators etc.. all of them will sell well.
Two low performing updates in a row would be risky for dbd.
Pinhead did well enough, and I'd say Candyman is probably a tad more well-known than him.
-
@BillsHere101 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3293323#Comment_3293323
Devs and also players who try to balance this game into a competitive scene.
Surely the game needs to be balanced in order to serve as a casual game too?
How is it casual if one side always wins?
If this was truly balanced for a competitive scene, we would see:
- A ban system, so you can choose which killers you don't go against.
- Add-on and offerings bans, these can make games very unbalanced.
- Perk exclusions, things like NOED and Lethal Pursuer definitely wouldn't be allowed in a competitive mode.
- Dailies and archive challenges wouldn't apply, you can't play competitively if your team mates are killing themselves to complete their challenges.
-
There are ways to counterplay Nurse. That said, I still think she would be a top tier killer, if not still the top tier killer, even with these changes.
So sure, try them out in a PTB.
The aura thing might be a bit tricky, with BHVR's track record with complex changes and aura reading bugs.
Another simple change would be that a stun depletes all of her charges, so that she can't instantly blink straight to you after a DS or pallet stun.
-
Who are you talking to?
-
If you're falling from a height, your hitbox stays suspended in air until you hit the ground.
If you vaulted from a height, the killer can still hit you through the window until you land.
-
Eruption, Pain Res, Call of Brine, NOED, Blood Warden. Camping.
I'd rather be beaten than win by using cheap tactics. If the survivors I face are good enough to power the gates with all of them alive, I've clearly been outplayed, and don't want the MMR from any kills.
As survivor: Dead Hard, BNP, Styptic.
-
I second the chance idea.
Have base versions of things, and then 'lucky' versions, with a small % chance of them occurring.
So 'Lucky skill check' zones that are 50% bigger, with great skill check zones that are 100% bigger.
Wiggle skill checks that increase your wiggle bar by 200%.
'Lucky' skill check fails that don't cause a loud noise notification.
Maybe have a base chance of 1% (this is still very very low if you consider how many of these things happen per game), up to a maximum of 25% with full luck stacks.
-
I like the idea of having the choice to reverse map offerings. I'm typically against losing the ability to select your map via offerings completely, as it's too fundamental to certain killer builds, but giving options for offerings, is a great idea.
You could extend this to things like the Shroud, typically regarded as the wrong way around, killer splits them up and survivors spawns together. Make it one offering, that you can use either way.
-
@Shroompy said:
Idk how you're supposed to buff Trickster for controller. He already has less recoil on controller than on M&K, and I don't think anyone wants some Apex level of aim assist on him either
Any recoil on console is too much recoil. You can easily counter recoil with a mouse, but with a controller, especially without any advanced dead zone settings, it's almost impossible.
-
Eh, who choses what is a good map for a certain killer?
Your example of Trapper isn't great, because Trapper can work really well on Lery's and RPD, due to the narrow corridors that can block survivors in dead ends if they're in chase. Bottle necks that force them into traps.
I think most people's issue with maps is actually maps offerings. RNG isn't a huge bug bear unless it's used by your opponent in their favour. But I'm not for abolishing map offerings, I think they're very useful, particularly for certain killers and certain killer builds.
For map offerings. I feel like the only decent solution is to make sure each offering can result in multiple maps. Like the original realms that have five maps per realm, each offerings should have maybe 3-4 different variations. Once that is established, make sure within those variants there are at least one 'survivor sided' option and at least one 'killer sided' option, one 'open' option and one 'less open' option.
This way, there's still an RNG factor at play in terms of who benefits the most. You're playing the offering mostly for the aesthetic, and maybe a bit for the indoor/outdoor choice in the case of certain killer builds that gain value out of LoS blockers or lack thereof.
So what offerings/realms would need changes?
MacMillan/Autohaven/Coldwind - more or less fine as is.
Crotus Prenn - it would be nice to get a third map in this realm, probably one for Blight.
Haddonfield - two additional variants, one slightly bigger, one slightly smaller, maybe stick a bus in the road to block LoS a bit more.
Backwater Swamp - a third map with a main building in the centre.
Lery's - two additional variants, perhaps with larger outdoor areas where the exit gates are.
Red Forest - a Twins related map would work here.
Springwood - rework variants IV and V to be a little more killer sided.
Gideon/Midwich/RPD - when it comes to licensed maps there's probably a limit to what they can do, but more RNG on the tiles couldn't hurt.
Yamaoka - could easily gain one additional variant.
Ormond/Glenvale/Eyrie/Garden/Borgo - honestly, would require far too much work to make it right, you cant even lump these together under one offering because they're almost all survivor sided (besides Dead Dawg) and they each have very different aesthetics. Ultimately they'd have to just focus on existing realms from now on instead of adding to the roster.
-
For map offerings. I feel like the only decent solution is to make sure each offering can result in multiple maps. Like the original realms that have five maps per realm, each offerings should have maybe 3-4 different variations. Once that is established, make sure within those variants there are at least one 'survivor sided' option and at least one 'killer sided' option.
This way, there's still an RNG factor at play in terms of who benefits the most. You're playing the offering mostly for the aesthetic, and maybe a bit for the indoor/outdoor choice.
So what offerings/realms would need changes?
MacMillan/Autohaven/Coldwind - more or less fine as is.
Crotus Prenn - it would be nice to get a third map in this realm, probably one for Blight.
Haddonfield - two additional variants, one slightly bigger, one slightly smaller.
Backwater Swamp - a third map with a main building in the centre.
Lery's - two additional variants, perhaps with larger outdoor areas where the exit gates are.
Red Forest - a Twins related map would work here.
Springwood - rework variants IV and V to be a little more killer sided.
Gideon/Midwich/RPD - when it comes to licensed maps there's probably a limit to what they can do, but more RNG on the tiles couldn't hurt.
Yamaoka - could easily gain one additional variant.
Ormond/Glenvale/Eyrie/Garden/Borgo - honestly, would require far too much work to make it right, you cant even lump these together under one offering because they're almost all survivor sided (besides Dead Dawg) and they each have very different aesthetics.
-
@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/357828/hooks-vs-kills-stats
Sorry but no. Camping will always be 0 fun. It's instead of going for defending objective, let survivors come to me a do the work for me without any engage or chase. Sorry but that will never be interesting no matter what killer.
I've read this thread three times now and I can't work out how your post relates to the TC's.
Going for "hooks over kills" is completely counter to camping. It's exactly what survivors want, multiple chases, multiple hooks, instead of camping out a sacrifice to force through three hook states off one hook action.
-
@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292728#Comment_3292728
yeah I'm not sold on the green myself either.
I have to work with DbD Brand Colours - so I am limited to what colours we can use. Problem with Red is that it's really hard for our colourblind folks to see anything as red on a dark background doesn't shop for them, which is why I'm trying to make things more accessibile. We'll definitely sort something out about that though.
Font being too big - that I might be able to change next week. I'm not sure about the names though - the names on posts look too small?
I'm not sure how much I can change with regards to the notifications on Mobile, this theme (it's a new theme, that's fully supported with updates etc, whereas the previous one was out of date and every update things would break, hence the change!)...It's definitely things I can bring up as requests to the hosting provider for sure though.
Ohhh I would love an actual mobile app - that would solve everything related to mobile (and yes I have requested that!)
Yeah the size difference between post content and names etc. is quite big. Reducing the size via browser so that post content isn't too big, makes names too small, and vice versa.
What I've found with the mobile version is, I can't see notifications without going into the sub menu. But if I have any notifications, and I even load up a page via mobile (but don't even check the submenu to see them), when I come back to the desktop version, all of my notifications have been cleared already so I miss any replies.
Even if the notifications weren't 'auto-cleared', it would be an improvement, even if you can't make them visible outside of the submenu.
-
Thanks for fixing the edit function @Mandy ! You're winning me back. XD
My remaining gripes are:
- Notifications not working on mobile, or not visible enough (and I somehow clear them without seeing them)
- Font too big (could there be options personalise font size? I can ctrl - but that just zooms out everything)
- Personal but, change all the green back to red pls? :P
-
@lemonsway said:
Lack of Coordination is Part of the Game for Survivors. Why don't you people understand that!?
The game was made for 4 Solo people to work together once they are Knees Deep and not go there Prepared for everything. SWF onl exists to allow freinds to play together however SWF's inherently offer a level of coordination and information that killers are not prepared to compete with.
YOU'RE NOT BATMAN WITH PREP TIME! And you shouldn't get that Prep Time.
IF you can't change killer once you're in queue then Survivors shouldn't change either. You're stuck with your 3 Builds on that character and that's it, same as Killers.
Information is Super Strong in this game and you people want to give Survivors all the information before a match starts!? That will only work if you give killers the same treatment. And while you can tell me: but Killers already have Lethal Pursuer" i guarantee you Lethal Pursuer doesn't win any match at all. IT let's you see where people Spawn and that's it. IT's precious information ( the perk works for too long imo, i'd make it 5 seconds base and 7 seconds with it's self buff) but it's not a GG killer wins. Survivors can just as easily spread and work on their objective 3x faster than killer can.
So Imagine the scenario where Survivors are already preped and the killer doesn't have Lethal Pursuer... What do you think is gonna happen!?
This is so against the spirit and intent of the game.
Listen, this isn't Evil Dead where you set up a team, and even Evil Dead as whole mid match progression system and loot system to make things more interesting than just picking the right characters.
You can say DbD does that with Perks but inherently every survivor plays the same, not so in Evil Dead, in Evil Dead you are looking for specific things which you may not get because you're unlucky or because you had no time to explore and get them. In DbD you can slap a Perk on any survivor and it will work the same way for all of them. That means the Perks keep their value no matter what. If survivors outside of SWF can coordinate like a SWF then Killers need to get stronger.
You can't buff Solo Queue without also buffing SWF's and you can't buff Solo Queue to SWF strength without doing something to help killers.
I'd go with Map design but that's a tricky one cause inherently Survivors are absolutly blank slates, so their first means of defense is the Maps themselves, the ability to loop and waste time.
If i know you have DH or Lithe and you're in a chase i'll just let you do whatever you're doing and i'll stay on the gen. If i know you have Deliverance then i won't go for you, i'll work on the gen.
Do you see where this is going? I'll always be able to be on the objective because i got access to Information that just makes the game irrelevant.
"Lack of Coordination is Part of the Game for Survivors"
Only for solo's, not for SWF, and the power gap between these two modes is too big to ignore.
"You can't buff Solo Queue without also buffing SWF's"
Yes you can, via information that is superfluous to voice chat, just like this suggestion.
"and you can't buff Solo Queue to SWF strength without doing something to help killers."
Correct... so do that. Things like a FoV slider that goes up to Shadowborn's limit, or forcing survivors to commit to actions for 1.5s before making progress, to prevent gen taps and exit gate 99s. Things that one their own would be a bit too much of a buff to consider without buffing survivors in turn, but would make very good QoL upgrades for killers.
-
Not in the lobby, but once in a game, the options menu should display survivor load outs for each other, just as you can see the offerings played. This can at least allow you to know if someone has say Unbreakable, so you can safely leave them on the floor and draw the killer away, or Deliverance, so you know not to go for the rescue.
SWF can be displayed on the scoreboard after you finish the game.