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Seraphor

Seraphor

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Seraphor
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  • That's fair enough. And even if it happened tomorrow, I don't have nearly enough iri shards to buy all the outfit's I'd want. So I'm not mocking you for paying real money or anything like that.

  • I guess it would be good to have some kind of emote that could be used in place of teabagging for a congratulatory or thanking purpose.

  • @PB_TORCHer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3266329#Comment_3266329

    what makes you think that?

    The Japanese outfits changed except NEAs. They’re 4 years old.

    what others changed?

    The fact that they recently said they're going to start changing more, and plan to make all original outfits available for iri shards eventually.

  • By 'free' I meant the ones that will be available for shards. Shards don't cost real money, they're 'free'.

    They specifically said they're going to be giving the option to purchase with shards to old auric cell only cosmetics.

  • @Thusly_Boned said:

    I may have misunderstood something (someone correct me if I have), but depending on your level of patience, I would wait to buy any further original character outfits that cost auric cells. I believe all of them not tied to another license (like AoT, for example) are going to be made available with only iri shards at some point in the not too distant future.

    Too late for this case, but I would save all your auric cells for licensed stuff.

    Indeed, they may only be on sale now because they're going to be the first round of 'free' outfits.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3265356#Comment_3265356

    it's not about how hard it is. I agree it's easy. The problem is, that the game is so damn inconsistent.

    You shouldn't rely on revealing him though. Most of the time I get downs via GF because survivors keep standing still right in front of me trying to reveal me, or even succeeding in revealing me, and I get free hits on them. I've had entire games where I snowball without successfully exposing a single survivor, because survivors either get cocky or end up messing around trying to reveal me.

    If survivors would just play against ghostie like any other M1 killer and run away and play the loops, they'd have nothing to worry about.

    My worst games as Ghostface are when survivors loop me for the entire duration of the Exposed, which is more than possible with no mobility or anti-loop power at all.

    You're better off getting Exposed and looping, than standing there and giving me a free hit and injuring you.

  • @Desola said:

    https://forum.deadbydaylight.com/en/discussion/comment/3265772#Comment_3265772

    The 3v1 is already there without you having to waste a hook or even just the little time it takes to put the AFK on a hook.

    So.. you already have the main benefit of one Survivor not being in action anymore + not having to spent time hooking them + Not breaking a hook in the process + Making Hatch literally a non-issue for good since it wont spawn till only the AFK is alive + Bonus if you are Oni or Dredge since, if you leave them injured you get your power for free more often or the remaining survivors to spend valuable time to heal them which you can undo in a second.

    I guess, but what if they come back from AFK and then escape at the last minute?

    I'd just take the free sacrifice, let survivors farm a couple hook rescues from them, and get them out.

    I'd rather use them for 3 guaranteed hook scores, than mess around with the hatch.

  • I have some of my best performance on Ghostface of all killers.

    I either pull off some neat instant Exposure hits and burn through those health states at an alarming rate.

    Or the survivors spot me early, reveal me, get cocky, and I end up snowballing despite basically playing a powerless M1 killer.

    It's surprising how often that happens. I just had a match on Lerys where I went in with the intention of fully stalking and one-hit downing everyone. But when Mikaela revealed me at 5% stalk because I didn't see her creep up behind me, I chased and downed her, then Yun-Jin tried to body block and took two hits, so I still got 2 hooks before the first gen was done, and it only got worse from there. Survivor altruism is the biggest killer of all.

  • @Desola said:

    https://forum.deadbydaylight.com/en/discussion/comment/3265552#Comment_3265552

    Yeah... the thing is that this would be more to benefit the survivor side instead of the killer one..

    After all... why hook an AFK survivor that only slightly annoys you with the crows when you can leave them standing and completely deny things like Hatch?

    Unless you're refering to a whole new mechanic in which survivors can drag afk teammates to the hook to kill them themselves for just ditching the match.

    No that just never occurred to me. Why wouldn't I want an easy sacrifice?

    Just hook the AFK survivor. No messing around.

    They went AFK they get punished, and by eliminating them you make the game a 3v1, which is already enough to secure the win.

  • Something else you forgot to factor in.

    Blocking gens and preventing repairs is a more effective slowdown than active regression.

    A gen blocked for 30 seconds, is equal to 30 charges of slowdown, which equates to 30 seconds of repairs. Equivalent to 2 minutes of flat regression, or 33.3% instant regression.

    Eruption not only renders the gen unrepairable, but it prevents that survivor from doing other things like healing and totems as well. So it not only has 15.25s direct slowdown, but it has an additional 25s indirect slowdown, and it prevents the survivor from being useful elsewhere as well.

    40.25s of slowdown, or 44.72% regression, plus no healing.

  • In lieu of a real variety of maps, I'd love it if there were different weather conditions. Blizzard for Ormond, Downpour for Read Forest, mist for MacMillan, Ash clonds for Crotus Prenn, Dust storm for Coldwind/Dead Dawg, 'Ink storm' for Eyrie, Miasma for Garden of Joy, etc. These would be a way of reducing visibility so they could be activated via an offering like Dark Mist, that 'enhances' a maps special weather effects.

    As for lava, I could see some sort of cavern/cave system working well for that. Maybe if we had some kind of golem or something as a killer.

  • Changing the Endurance to Invincible would make it more powerful, as it would now stack with other Endurance effects, which would give survivors yet another health state.

  • If they're popping off crows then you can just hook them yourself with no issues.

  • @AshInTheTallGrass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3265433#Comment_3265433

    Wow... that's a really interesting idea. I like it. I wonder what the counter for that power would be 🤔

    It's weakness would be that it's still an M1 killer at it's base, which stops it from ever being top tier.

    But I suppose you mean like; Demo's portals can be dismantled, Hag's traps can be erased with flashlights, Trappers traps can be disarmed, and Dredge's remnant can be dispersed.

    Perhaps running right up to the front of a statue gives an interaction option, and by touching the statue, you place a binding on it and you can't switch back to that statue for 30s or something. Binding a second statue immediately unbinds the other, so as killer you always have at least two statues available to switch between. A 'bound' statue would have no collision so you can't block survivors in corners.

  • My preferred killer concept would fit an ancient Roman or Greek chapter.

    The Morai, or Hecate, or any three-part/three-headed deity for that matter.

    Takes the form of three statues, which are fixed and completely stone-like when not 'active'. You're able to control any of the three statues at a time, and then switch between them, perhaps on a short cooldown. So you can set statues up in certain locations and use them as quick travel points.

    It would play a bit like Demo/Hag/Twins in terms of zoning or map mobility, but also allow anti-loop plays like you set up a statue in a key location, like the shack doorway for example, and can chase the survivor around one side, before swapping back to the one in the doorway to head them off like Dredge. It would take a bit more set up than Dredge, almost on the same level as Trapper. Or you can spread them out and use them for wider map pressure and gen defence.

    Taking a bit of inspiration from the latest killer though, each statue could have it's own 'strengths'. For example: (each one has it's own weapon)

    A: 115% movement, 32m TR, double stun recovery speed. (Pugio)

    B: 110% movement, 24m TR, double lunge distance. (Spatha)

    C: 105% movement, 16m TR, attacks inflict deep wound. (Gladius)

  • @FrodoTbaggins said:

    https://forum.deadbydaylight.com/en/discussion/comment/3265404#Comment_3265404

    Rofl, yeah I know my name is frodotbaggins. I just like the play on words tbh.

    I honestly didn't even clock that. XD

  • @HugTheHag said:

    People who enjoy making other people's experience unpleasant will always be the first to tell you to grow a tough skin and that it's just a game. It's just their way to deflect.

    Eh... sometimes it's entirely true, some people have very thin skin, or get riled up by the silliest things.

    Teabagging for example, nobody should give it the time of day.

  • Were they being toxic? People like to use that word for anything they happen to not enjoy.

  • I'm in favour of it, both Maps and keys see relatively little use, due to their effects being very niche, and combining them could turn them into an item with equal weight of a Medkit, Toolbox or Flashlight.

    In fact, I even came up with a concept for this myself a while back:

    @Seraphor said:

    I've always found it odd that we have two classes of items that (now at least) only exist to track auras. So why couldn't these functions be combined into one item class that's used to track auras, using add-ons to determine what additional objectives are tracked?

    I've formed this idea on the basis of three issues I have with or regarding these items:

    1. Since the Hatch rework, Keys have become virtually useless for opening the Hatch, and still very rarely used for their aura tracking features. That aura tracking is very useful, but it doesn't appear to be good enough to get many players using them.
    2. Maps are also rarely seen, despite not being changed. Of course this is probably because they were previously used with Keys in a SWF to locate the hatch. As it turns out, their limited aura tracking isn't quite good enough to make up for this.
    3. This will seem unconnected but... basekit Kindred. It's requested over and over again as a bandaid fix for solo survivors to deal with camping. It's never going to happen, but these items could make up for it. We have medkits in place of healing perks, toolboxes in place of repair perks, and flashlights provide additional ways to stun. So why not have items that replace aura perks? Do these items already do that? Kinda. Do they do it effectively enough? No.

    So I've come up with a concept where instead of having Keys or Maps, we instead get Keyrings. We can attach various charms, and indeed keys onto these Keyrings, and they effectively serve as buffed Maps that could be used to open the hatch, if they have a functional key attached to them.

    https://us.v-cdn.net/6030815/uploads/DULKSWT7SJJN/keyrings1.png

    Please forgive the scuffed icons.

    The main addition here is that simply equipping the Keyrings will provide the survivor with one permanent basekit feature, the ability to see the auras of fellow survivors within a short distance. Effectively replicating Bond but slightly reduced. This is comparable to a Medkit replacing Selfcare.

    In addition, Keyrings can still be channelled, using up charges, to activate further aura tracking abilities. As default that includes survivors further away, and generators within that same short distance zone.

    https://us.v-cdn.net/6030815/uploads/L32R2JSLFYX5/keyrings2.png

    For common/uncommon add-ons, we get the general distance/charges upgrades, plus a few additional abilities. Some of these are simply existing Key or Map aura tracking abilities that I've integrated back into Keyrings, however the Eroded Token's new effect is entirely novel.

    The Eroded Token would allow you to see the aura of survivors who are within 16 metres of the killer, when using charges. This would serve as a sort of Kindred-lite, as if you start charging the Keyring and see a survivor appear further than 16/24 metres away from you, you can infer that the killer is close to them.

    https://us.v-cdn.net/6030815/uploads/TUYJMLA90CGF/keyrings3.png

    Then we get the rare and up add-ons.

    The Gold Token is straight up Kindred replication, although obviously limited by the charges of the Keyring.

    The Broken Key now sees a new lease of life, it's no longer useless, it can be used to track the Hatch, even while it's open, giving you as the last remaining survivor an edge over the killer in the race to the hatch.

    Attaching the Dull Key allows the Keyring to function just as the current Dull Key does, giving the ability to open a closed Hatch. Then the Skeleton Key combines both together, giving you the aura of and ability to open the Hatch.

    I think these changes, essentially combining the best parts of Maps and Keys into one, would make an item that may actually be as useful as a Medkit, Toolbox or Flashlight, and provide solo survivors with additional effective options to gathering info, that won't feel like a waste of a slot that using Kindred does for some.


  • @Huge_Bush said:

    Whispers. It helps narrow down the location of hiding survivors that are refusing to do gens.

    Base-kit Ruin, only it's not a hex and goes away after first kill. This would help killers build pressure but promote spreading of hooks, making tunneling less desirable. I dunno if it's speed nerf should be reverted or not tho.

    I hate running Whispers as it is, it's far too loud. Would hate it to be base kit.

  • Shattered Hope.

    Don't get me wrong, it would have to go hand in hand with some buffs to boon perks, particularly all boons besides CoH. Notably not alerting the killer via a global sound notification, as a start.

    But I just do not enjoy the back and forth of repeatedly reblessing totems, from either side. Totems should be a finite resource.

    Although there could potentially be a boon perk that allows you to rebless once, a bit like Pentimento for hexes.

  • Compromise: Display loadouts in the info screen once the match begins, like how you can review offerings.

  • Best thing is to sweat at first, and secure 2 hooks on everyone. Then you have the freedom to ease off if you can, and choose who lives or dies.

    By this point you've asserted your dominance, and if anyone escapes, it's not because you "lost".

    Basically, you only 'play nice' if you have the option to play nice, and you only get that option if you have a lead at the start of the game.

  • @LiveBritishReaction said:

    https://forum.deadbydaylight.com/en/discussion/comment/3264781#Comment_3264781

    That... is completely irrelevant to everything I just said?

    Why would running a build that encourages not camping or tunneling on Dredge alleviate me hating him when playing as a survivor due to his zoning and hit-and-run playstyle?

    My mistake, I thought you meant you hate playing AS a hit and run zoning killer, not against.

  • @LiveBritishReaction said:

    I don’t think he’s insanely strong, just incredibly boring. And not even because of Nightfall; I honestly love Nightfall. My issue with Greg is that his revenant zoning and the way he’s heavily encouraged to just hit you once and leave you injured while he teleports away means he combines my two least favorite killer playstyles to go against.

    I hate zoning killers. I hate hit-and-run killers. Dredge is a hit-and-run zoning killer. So naturally, I REALLY hate Dredge.

    Try Make Your Choice/Floods Of Rage on Dredge.

    Everyone after the first hook has one health state, and by definition you're not camping or tunneling.

  • @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3264653#Comment_3264653

    Didn’t a dev previously say that slugging isn’t an intended mechanic of the game? If it were analogous to being hooked then the timer would last 60 seconds, survivors, could expedite bleedout, or they could attempt to pick themselves up without a perk. That BHVR releases perks to “counter” common gameplay doesn’t make that gameplay intended. I think this is the only game I’ve ever seen in-game perk/ability counters to unintended gameplay mechanics.

    So Unbreakable, Soul Guard, Tenacity, We're Gonna Make It, Flip Flop, Power Struggle, No Mither and Deer Stalker don't exist?

    Of course slugging is an intended mechanic, not only are there two basekit mechanics based on it (the bleedout timer and recovering from the dying state) but there's at least 8 perks based around it.

    If anyone said anything of the sort, it would have been that slugging everyone and letting them bleedout instead of hooking them wasn't an intended mechanic. (Except now that will be an intended mechanic due to Finisher Mori's...)

    There are often times when slugging is the only option; when there are no hooks in range, when you're against a sabo squad or hook body blockers, when you get swarmed by survivors and down multiple at once, when you play The Twins or The Oni or Myers.

  • Include a stash of weed/E with every copy of the game.

  • @whothis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3263851#Comment_3263851

    I am really not sure why it is difficult to understand?

    "Features" like this can and will be abused by players, already we see 10000s of posts about how so and so killer is OP etc. All such players do not want to ever play with said killers. There are very few survivors who would prefer to go against Nurse , Blight or any "OP" killer or bother to work on learning counterplays to any killer they find "overpowered" so obviously they would not be in the preferred list.

    I would suggest you re-read your comment and see if you understand what the problem is.

    "Say each survivor has a different favoured killer; Trapper, Demo, Ghostface, Sadako. It will first try to find them ne of those killers, but if it can't, it'll put them with any other killer."

    your above comment can be translated into - all 4 survivors do no put Blight , Nurse , any killer they find OP in their list, the game will try to find them killers not in the list = exclude those killers unless they don't find killers. Everyone is well aware the Top tier killers are mechanically challenging and hence the general player base does not play them. It is safe to say the % of players playing other killers top tier killers or killers which they find OP so at any given time , the game will find these killers quickly in turn excluding the others.

    Hopefully this is more clear to you.

    This isn't any more clear to me, because you've just taken what I said and claimed I said the exact opposite.

    A 'preferred' clause is very different to an 'excluded' clause. You need to explain why that's not the case, not just say "they're the same thing".

  • I don't see any Fengs, I just see Princess Heart.

  • @lemonsway said:

    https://forum.deadbydaylight.com/en/discussion/comment/3264647#Comment_3264647

    But you're losing less MMR than you should by 1 escape existing. You're being protected even when you're clearly doing bad... Why are we protecting these players? SoloQ is already miserable as it is we don't need to protect the worse players more and have even more players on the same MMR braket as the better players...

    MMR is irrelevant but that's because the system doesn't work, if it worked i'd probably consider this change as BHVR has presented it but MMR makes no sense as it exists currently and the kill rates are obvious evidence of the lower skill level of the general population, you can't honestly say Sadako is a great killer, she's not bottom 3 for sure but she's not the monster that the statistics show either. So the only justification possible for those statistics is the lower skill level of the majority of the survivor player base.

    The pick rates for Sadako are very low aswell which means there's only a handful of dedicated , higher skill players, playing Sadako that's why her statistics are what they are, high skill killer players vs low skill survivor player.

    How can such high skill players be facing so manny low skill players? BECAUSE MMR IS USELESS! It doesn't work when the Cap is so low that low skill players can reach the cap so easily.

    Thus lessening the impact MMR losses have for bad players is not a good move. It's simple logics. The only way to invert the situation is for the MMR gains for Escaping to increase by quite a good number so that everyone is focusing on getting more escapes, which might result in more team effort but it's not guaranteed. What would wield better results is to focus instead in teaching players to be more team oriented, that in turn will wield better results in match satisfaction and fun and interactivity between players.

    Dude, you're overreacting.

    This is like being upset that some homeless guy got given $10 for free when you're struggling on minimum wage. No one is 'winning' in this scenario.

    If lessening the MMR loss of 'bad' survivors is an issue, then those bad survivors will consistently face killers they don't deserve to face, and they will lose more, further driving their MMR down. So maybe it takes 20 games to put them in their rightful place instead of 18 games... so what?

  • @Adaez said:

    I personally think basekit unbreakable is a good ideea,being slugged on the floor is not fun,the killer has enough time to pick you up anyway.

    Being slugged isn't meant to be 'fun' just like being hooked isn't meant to be 'fun', it's meant to force other survivors to come to your rescue, or incentivise the use of perks that aid you in the dying state, like Unbreakable, Tenacity, Flip Flop, Soul Guard, Power Struggle, etc.

    It's a core element of the game and one of the killers tools for applying pressure, and applying pressure is how killers play the game and gain ground against survivors who would otherwise smash out gens in no time. The less pressure a killer can apply, the more they have to rely on camping and tunnelling to secure kills.

    Just because it can be abused in some niche circumstances, specifically two, slugging everyone at 5 gens, and slugging for the 4K at the end of the game, doesn't mean all other instances of slugging are 'bad' for the game. In those abusable circumstances would be rectified without invalidating slugging entirely, with the suggestion I included in my first post in this topic.

  • @lemonsway said:

    https://forum.deadbydaylight.com/en/discussion/comment/3263794#Comment_3263794

    If you're a potato and you're the only dead then the game is benefitting you BECAUSE IT'S ONLY COUNTING ESCAPE RATIO FOR MMR.

    Wether you play well or not won't matter at all as long as someone Escapes then that is alleviating the MMR loss that you will have. It's not judging how the Escape happened at all, it's only counting the escape regardless of whatever happened.

    This is another Casual Gamer benefit, they can now die and lose less MMR.

    Not that MMR matters at all, it doesn't, but BHVR is doing this change just because of MMR not because they want people to help each other. That's my dissapointment.

    IN the end it's all about Escapes and MMR not about having better team work and less selfish survivors, both of which would be a massive boost to SoloQ life.

    If i'm playing well then i'm more likely to escape so my effort is making bad survivors keep an MMR level that they shouldn't be at.

    IT's not counting it as 4v1 at all. It doesn't judge what makes the escape possible. You can go hide in a bush all match and escape anyway, where's your contribution to the team? You can let me die so you get Hatch, you can let everyone else die so you get hatch. Where's the team play?

    This change is borderline useless and it's spitting in the face of the people that do try to play the game as a team. I don't need Comms to know wether or not a killer is camping, i don't need comms to know where a killer is, i don't need to do what SWF's do to win so SoloQ would be absolutly fine if players weren't selfish but players are selfish and this change to lessen MMR loss based on EScapes will keep saving bad players and keep them higher in MMR so SoloQ will remain the exact same problematic experience.

    If you're a potato, then you will lose more games than you win. So it really doesn't matter if you're losing less MMR in some of those games, you're still losing MMR.

    Remember averages guys. MMR doesn't matter to any individual game.

  • @Grigerbest said:

    https://forum.deadbydaylight.com/en/discussion/comment/3264599#Comment_3264599

    But wait, forcing survivors away from a loops is just a completely map dependant tactic, no? If there will be a connected tiles and loops, it gonna take you forever to even get a single hit, since his power slowing him down stronger than Artist.

    Artist not actually losing distance when they hold W away from a loop, Dredge does. And that means, he's basically an M1 killer without any power in chases.

    You can't teleport while you in chase, coz they just going to change direction, and you can only force them to go away from a loop.

    To me, it's the signs of a pretty weak killer, who completely rely on other side's mistakes.

    Then I guess survivors make a lot of mistakes.

    Also, I wouldn't say that his power slowing him down more than Artist is an issue at all. Consider that while you're holding his power, leaving your remnant behind, you're creating two positions with which to 'resume your chase' once they leave the loop. This gives you a choice of which point will be closer to the route you want to take to 'herd' them a certain way. The freedom of this choice can make up for a significant amount of lost distance and more than counters the increased slowdown for channelling his power.

    For example, if my remnant is at one side of the loop, and I've gone around to the other side, the survivor has a choice of which direction to go in, or to go perpendicularly to both me and my remnant. In either case, I'm still going to be closer to them than Artist would be, when the survivor runs in the exact opposite direction to her.

  • As a Dredge main, I think he is quite good.

    1. Locked lockers don't really pose that much of an issue. I don't use lockers as a chase power anyway, exiting them instantly is usually not a make-or-break issue. I use them for speedy map traversal, and whether it takes 1 seconds or 3 seconds to exit, it's still faster than walking. Plus, they can only be locked once. I often burst out of locked lockers purely to break them. Dredge is one of the few killers I actually have the time to do stuff like this with, because of the freedom of movement that locker teleporting provides.
    2. Forcing survivors away from a strong loop is still a decent move. When I play an M1 killer like Ghostface, I can get stuck on a loop for ages, running around it dozens of times waiting for the survivor to drop the pallet, only to get stunned, break the pallet, and then move to the next loop. Forcing survivors to hold W takes so much time out of the equation. It gets them away from strong loops, and then when they do get to a weak loop, I can actually use the anti-loop aspect of his power more effectively and secure a hit.
    3. I almost never count on Nightfall as a stealth power, I use it purely for the reduced teleport cooldown and killer instinct, which are both invaluable. Being able to quickly locate other survivors, and then quickly catch up to them, is a killer power without parallel. It's like playing Doctor and Nurse at the same time. The closest thing to this would be Legions Frenzy or Sadako/Wesker when a survivor becomes fully condemned/infected, but those all have limitations. Nightfall occurs regularly, can be sped up by my actions, and the info is triggered directly by my actions.

    I wouldn't say he's top tier, but he's certainly one of the better killers in the game.

  • Quick question: I grabbed the code for last months, however I haven't entered it on DBD yet. Is it still available or does the code become invalid?

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3264565#Comment_3264565

    But in the PTB they are always testing the mechanics limits. People always take what comes from these videos and overexagerate. Remember when Reassurance was going to break the game? Or Better than new? I think even Wiretap was said to "doom certain killers".

    Said that, I seriously doubt that the basekit unbreakable will get to the live servers as it was in the ptb. It will probably be nerfed a lot but i would prefer to have the killer chase me for 10 sec than just be waiting to bleed out because the killer is soft patroling the area.

    Reassurance was heavily nerfed from the PTB, and Wiretap ended up being less effective due to the fact that it doesn't stack with Open Handed.

    You don't need to test this system on live servers to see that what happened on the PTB is what will happen live.

    The system came with Mori offerings that rewarded you for activating the Finisher Mori. That's more than enough incentive to trigger the Finisher Mori (as if the fact that they exist at all as a quick win wasn't already incentive) in fact it basically gives the killer the singular goal to do just that, and there is only one way to secure that Finisher Mori; tunnel 2, slug the 3rd, and down the 4th. So the system as presented in the PTB WILL result in more 'slugging for the 4K'.

  • @Okonar_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3264558#Comment_3264558

    I had the old mindset that map offerings should be removed, but we all know the actual problem is the design of some particular maps. But its not realistic to expect all maps to be "balanced" either, so maybe making map offerings a % instead of a guarantee could be an option. Still a band aid fix but better than nothing imo.

    My personal view is that killers should get purple 100% chance map offerings, while survivors get yellow 30% chance offerings, combined they each have a lesser chance but the killers would still carry more weight than the survivors (75/25 assuming one killer and one survivor map offering is played), and both should be made hidden offerings so no one knows what's been played until they're already loaded into the game.

  • @nora_the_explora said:

    God forbid people playing this game and trying to have fun using and bringing what they like.

    toxic survivors they must be destroyed!!!

    Hyperbole aside, I have to agree that this is just more evidence to me that map offerings aren't all that great of a factor in the grand scheme of things.

    Despite playing a sacrificial ward to cancel it out, the survivors still got their way in terms of ending up on a 'survivor sided' map (Mothers Dwelling is arguably even more survivor sided than Eyrie), which just means two offerings were entirely wasted. Also, despite getting the 'advantage', the survivors still lost.

    So why are map offerings such an issue?

    To me, they're no more a "problem" than hatch offerings, hook offerings, shrouds, or even mist offerings. They're all just ways to shift the RNG in your favour in one particular aspect, and none of them are absolute game determinants, you can still win or lose with or without them.

    The only thing I "get" is when a certain map is popular in the playerbase, and you get a bit fed up of playing on the same map over and over again because of it. So in the sense of trying to preserve a bit of map variety, sure, map offerings can be annoying. Which may be all you were trying to point out TC, but still, the general consensus around here is "map offerings are a travesty and must be removed" and I just don't see it.

  • No idea, I never use them, waste of an offering if you don't have an irrational aversion to any particular maps.

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3263848#Comment_3263848

    Several perks are only useful in certain situations. We can't tell what the outcome of any given match will be so planning around a "what if" situation is impossible. Yea I could play those perks more often, and I probably will now, but locking my build behind "what if" situations gets stale. Closing the hatch should have some kind of effect on the exit gates. As I said in another reply, it can be conditional and the progress can be determined by several factors from the match. These are just ideas and I'd be curious to see other ideas for this also.

    Almost all perks are like that.

    DS, Unbreakable, Deliverance, Head On, etc. All require the correct circumstance to use.

    Luckily Sole Survivor comes with aura protection too, so it's not necessarily wasted if you don't get to open the exit.


    Why should closing the hatch affect exit gates more than it already does? (It powers them)

    If you have to find the hatch, you've already lost as a survivor, unless you've already powered the exits anyway. The Hatch is a commiseration prize.

  • @catnipthegreat said:

    This thread isnt saying it "should" be .. I am asking when it "will" happen... because it is. It's in testing now and has been for some time.

    Also, I am saying it should be though. Obviously slugging is an issue or they wouldnt even be floating an idea like this, let alone testing it for the live game.

    There is a reason survivor queues are instant, and it isnt because "killers have it so hard"

    there is some toxic, unfun gameplay happening and its getting remedied (kind of) slowly bit by bit.

    You're deluded if you think the changes are going to prevent slugging for the 4K. They will only make it worse, while also making the killers job harder.

    This is because the new system promotes a 4K, and the only way to secure that will be to tunnel out two survivors, slug the third, and then hunt down the 4th. If the 3rd gets back up, repeat in relay until you get both of them down at the same time and end the game. Those last two survivors will not be able to get any gens done while this is happening, so the game will be in a stalemate until they concede and let themselves be slugged.

    Meanwhile, killers who don't want to do this will be unable to make as much pressure out of casual mid-game slugging, as a downed survivor will no longer require another survivor to stop repairing gens to come to their rescue.

    Yet more survivor buffs that make it harder for 'decent' killers, and force them to use unsavoury tactics like camping and tunnelling.

    So yes, there is a reason why there's some 'unfun' gameplay happening.

    If BHVR really don't want to make the state of the game worse than it is, then they need to consider some serious adjustments to their so-called anti-slugging idea.

  • @whothis said:

    No way this should be implemented , it is very easy for someone to abuse it. This is same as saying I don't want to play against XYZ killer.

    way to abuse - Don't know how to counter a killer? put other killers in the want-to-play against list.

    I'm not seeing how this could be abused personally.

    The 'killer ban' idea definitely could be, you get four survivors who each 'ban' Nurse, Blight, Wesker and Bubba, and suddenly none of these killers can ever find a game.

    However the opposite, a 'favoured' killer, I don't see having this problem.

    Say each survivor has a different favoured killer; Trapper, Demo, Ghostface, Sadako. It will first try to find them ne of those killers, but if it can't, it'll put them with any other killer. No one is getting excluded, no killers will be unable to find games. If all survivors pick the same killer, it might increase their chances of getting that specific killer, but it also reduces their chances of getting a favoured killer in general, as they now have one option instead of four.

  • "Closing the hatch should power gates to 50%"

    That's what Sole Survivor and Wake Up are for. If this was 'basekit', there would be no point in going for the hatch as a survivor, which in turn would mean there's no point in closing the hatch as killer, because it would be a guaranteed gate escape. So killers would just camp the hatch and give the survivor no choice.

  • Pretty sure even the best medkits only have two heals in them, regardless of speed.

    Now the Syringe however is a bit of an issue, and I think it should be treated the same way as BNPs are. You get a skill check and if you make it you instantly recover 50% of your health, not 100%.


    That said, I second instadowns. I pretty much exclusively play Ghostface and Make-Your-Choice Dredge these days outside of dailies and challenges, and it's so satisfying getting a down on someone who just finished healing.

  • Hopefully not.

    The basekit unbreakable and mori changes didn't stop slugging where it counts. It promotes slugging for the 4K, but just makes slugging mid game less effective, which is where it's a viable tactic.

    A much better option would be if basekit Unbreakable activated ONLY when ALL survivors were downed, allowing ONE survivor to pick themselves up. This would definitively prevent slugging for the 4K, because as soon as the last one goes down, the first one gets back up. Yet wouldn't negate the use of slugging one or two survivors when forced to due to circumstances, such as no hooks and Boil Over, or body blocking and flashlight save attempts.

    Add to this the OPTION to use a finisher mori only on the last remaining survivor, and we're good.

  • I'm not too enthusiastic about the killer from a power design or aesthetic point of view, which is pretty much the reason I still don't have Binding of Kin.

    But there are some cool perks in there. I may just buy Vittorio with shards, then hope the Knight's perks show up in the shrine in a few months time, like I did with Kate/Clown.

  • @Ayodam said:

    I generally don’t run streamers (even in my SWFs), but if I do, it’s there. I run Bound Envelopes whenever I have them, though. I don’t believe survivors should play offerings that reward killers because…

    1.) Killers more often and more easily earn more bloodpoints than survivors.

    2.) When killers see that all player reward offerings are played, they seem to become even more tryhardish.

    But, I am a kind and benevolent god, so…

    Just make all offerings secret. Reveal them at the end of the match. That way no one knows what anyone has brought until the end.

    For 2, the problem is that as killer, you really don't know if you need to 'tryhard' until it's too late. If you play 'nice' at the start of the game, chances are you end up wiping the floor, but if you 'tryhard' right away, you can end up dominating and getting survivors to death hook before more than 2 or 3 gens are done. It's catch 22.

    It's a fine line, but it is possible to walk it if you're good at a particular killer and you know you can do well. For example when I play Dredge, I know I'm going to have the upperhand most of the game, unless I end up on Swamp with no lockers. This allows me to 'tryhard', but be consciously aware of how well the survivors are doing as a team, and easy off early enough to make sure I don't play oppressively, and so everyone gets high scores whether they escape or not.

    Conversely, if I'm playing a killer I'm not so good with, keeping up with the survivors can take so much focus that I don't keep track of how the game is going, I'm not aware of what gens are being done or who's on death hook, etc. and that line isn't easy to walk, making it a coin flip as to whether I lose, or I dominate too early and they don't have a chance.


    But I agree with making all offerings hidden Or at least don't show them before the game loads.

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3263652#Comment_3263652

    Not really... I mean I said "if the killer is not playing nice, ..." so I never said it about all killers... I mean... Facecamping someone can also be a valid strategy.. And I mean he can either stare at you or hit you on hook or nod at you... Does this make it any more toxic? Nodding at people can often be fun xD Make wesker accidentally vault a window in an upstairs building... not at him from the window... always hillarious... So I don't think the nodding in itself is toxic... The facecamping is probably the main thing that annoys you but same as tunneling a somewhat strategy...

    I mean... the guy is clearly facecamping and not leaving... So he can now either sit there for 2 minutes and do nothing or at least do some stuff to make it more entertaining for himself... He is already not getting as many bp as he would get if he played normally XD So why care about the bonus bp? You really should not care about (even toxic) players getting bp...

    Who's to say the killer isn't playing nice?

    I've played nice as killer before, and then been flamed in private messages afterwards. Survivors just hate killers and have strange ideas about what 'playing nice' and 'being toxic' are. They don't seem to realise that everyone is playing the same game for the same reason, to have fun.

    You're saying you plan on judging the killer based on a very limited set of actions with which to communicate, and then spitefully withholding BP offerings from the next killer based on what the previous killer appeared to do?

    This is like during the anniversary event, where it was objectively better value to use all your flans during the event in order to get more BP and thus get even more flans. But instead people were spiteful and refused to let other players benefit from their flans.

    What the frak is wrong with this playerbase? You all need to smoke some weed or something.

  • Trickster's one of those killers most people hate.

    Only PC players player him, because he's unplayable on console. But all PC players have to do is point at you while you have no cover and you die.

  • @lemonsway said:

    https://forum.deadbydaylight.com/en/discussion/comment/3263589#Comment_3263589

    But survivor isn't a 1v1v1v1v1, it's a 4v1 that's the issue. That's what BHVR should fix. Both Claudette and Nea can escape without helping each other directly. What sense does that make? Hows that fair towards killers or just in general? Why will i help you survive? I don't get anything for it...

    This is the issue that needs fixing.

    If MMR losses are lessened then bad players will still be put in higher MMR because if someone escapes then they lose less MMR. You're keeping bad players on even higher MMR that they don't deserve.

    Survivor MMR will be weighted based on how many survivors escape.

    If you die, but so does everyone else, your MMR goes down significantly.

    If you die, but everyone else lives (likely due to your contributions), then your MMR goes down slightly.

    Presuming you are actually playing well, consistently, your wins will be worth more than your losses, and your MMR will go up accordingly.


    I'm not exactly sure what your issue is. You say it should be counted as a 4v1 instead of 1v1v1v1... but that's exactly what this is doing...

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