Avatar

Seraphor

Seraphor

About

Username
Seraphor
Joined
Visits
9,011
Last Active

Comments

  • If the survivor is running No Mither, yes. (it's a David perk after all)

    Other options could be For the People or Renewal.

    Tip: If you see a survivor is Broken from the start of the game, don't slug them, they can pick themselves up via No Mither.

  • That's the Broken status effect. It means they can't heal themselves or be healed by another survivor.

  • @NerfDHalready said:

    https://forum.deadbydaylight.com/en/discussion/comment/3259829#Comment_3259829

    you know what actually is boring? being sent to maps 4 games in a row. sure thing the single person or the group of survivors are having their fun

    Why is that boring? Whether someone played a map offering or not, you would have ended up on a map of some description.

    What different does it make if you roll RPD at random or if someone uses up their offering slot to send you there?

    Maybe they should just make map offerings hidden offerings to shut up the whiners.

  • @Random_NPC said:

    Don't butcher my boy Jumpscare Myers.

    Stop it, get some help.

    This. I wish boring people would stop suggesting boring things like removing gameplay options.

    The solution is to balance maps, not to take away everyone's freedom and water the game down even further.

    But even then, no map is that unbalanced, every map is viable, some are just a bit better for a certain role or certain killers. People just have crazy overblown OCD issues about certain maps, as if it's impossible to escape from RPD or something.


    If anything, they should remove map offerings from survivors, and just have them as a killer only thing. It's never made sense that survivors get to dictate where the entity sends them.

  • @GannTM said:

    And I’m ash 3 survivor and ash 2 killer 😭

    Equally free from pressure to rank up then. If you never have any hope of getting far in the first place. 🤣

  • @Persephone_ said:

    I think you are within your right to play however you want. However, you seem to indicate you want to punish mistakes. You didn't do that at all. On the contrary, the person that made the mistakes actually got her "win" and now learned it's ok to play like that. Due to basekit BT, I assume all her unhooks were actually scored as "safe" by the game as well.

    @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3259396#Comment_3259396

    It's not like the victims wanted to be unhooked in front of the killers face

    Sure, but the killer doesn't have to care about that. As far as the team is concerned, the team was punished for the mistakes.

    The killer is against a team of survivors, 4 survivors, 4 items, 12 hook states, 16 perks. The killer doesn't know if you're solo queue randoms or a SWF team. You're all the same, and the killer just wants to eliminate you as quickly as possible. If the team members are going to screw each other over, it's their mistake to make.


    Now I get it that killers can pass their own judgement and decide to look favourably on 'victims' of their team mates, but you don't know the circumstances of this team or why they're doing what they're doing.

    Hell I've done it in the past, I've had two survivors left, I down Feng who's on death hook, so I slug with the intention of letting Kate pick her up so I can get a hook on Kate instead, who hasn't been hooked at all yet. Kate abandons her team mate, leaving her to bleedout on the ground, and I'm not for that. I'm playing Ghost Face and I have the add on that shows the auras of survivors when you down someone who's exposed. So I pick up Feng, let her wiggle free, stalk her while she nods and teabags, down her again and see Kate's aura hiding in the corner. I find Kate, hook her, and ultimately give Feng hatch in sympathy for her lousy team mate. Good job right?

    Turns out, they were a SWF and Kate needed an escape for a challenge, Feng was trying to sacrifice herself.

    Moral of the story is, you cannot win. You try to do the 'right thing' as killer (as if you should even have to worry about that when survivors don't) and you get it wrong 50% of the time. Sometimes survivors don't want sympathy escapes, I've even had people DC on me out of spite instead of accepting a free hatch. So just don't bother caring about it in the first place. Kill who you're going to kill.

  • It's out? If so, surely it's only been out... well as of the time you posted this topic... 14 minutes.

    Have a little patience.

  • Yes it's different for each killer, but only to an extent.

    From what I understand, all your killers are kept within a certain range. Lets say 200 arbitrary units. So your highest level killer might be 1600, then your lowest killers will be 1400.

    Depending on where exactly you land, that may or may not make a significant difference to your matchmaking. But if you're roughly in the middle, you'll probably find that your top killers are able to match with higher level players but not the lowest levels, while your bottom killers are the opposite.

  • Play a build you have fun with, regardless of how 'strong' it is, and that goes both ways. I have fun playing Ghost Face and Mirror Myers, because you get to make awesome stealth plays and catch survivors off-guard. I don't really care that these builds aren't that strong and survivors end up escaping, I just teabag back at them with Ghost Face. I also enjoy playing Make Your Choice Dredge and zipping back to the hook for an easy down, despite that fact that it can sometimes be too oppressive. That just gives me the leeway to control the pace of the game and I often let survivors go if I feel I'm winning 'too much'.

  • My idea is that characters (killer or survivors, but it's relevant for survivors here) can obtain Ultra Rare/Iridescent tiers of their own perks.

    These Iri perks don't necessarily make those perks stronger, but alter the way they work a little or change them in a cosmetic way.

    For example: Laurie Strode

    Sole Survivor - Able to gain a 4th token if you repair a generator after all three other survivors have been eliminated. With 4 tokens you gain an additional +100% BP for the 'Obsession Escaped' score.

    Object of Obsession - You are also able to see the aura of survivors within 24 meters of the killer when activated every 30s, but they benefit from the action speed bonus instead of you.

    Decisive Strike - Laurie gains a unique animation for DS that takes 0.5s longer, and gets a 0.5s longer stun duration to account for it.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3259399#Comment_3259399

    Nothing like punishing the mistakes of the Meg by having her escape and the other 3 survivors all dying is there 💫

    Also is teabagging equivalent to unhooking now? I'll keep that in mind in my BM Book.

    You know that's not what I said, don't be so disingenuous.

    Unhooking in the killers face is a stupid move. Period. The person doing it is throwing the game, and may as well be stood in front of the killer taunting them.

    If a killer is faced with a healthy survivor and an injured survivor, there's an obvious target. Ultimately the killer is against a team, and if they choose to treat them as a team instead of individuals, that's not an incorrect choice.

    You cannot fault the killer for choosing the path of least resistance, their goal is to win, just the same as the survivors goal is to win, it's a PVP game. You cannot expect sympathy from the killer, you might get it, which is great, but it's not the default position, and it certainly doesn't work both ways. When did you last see a survivor offering themselves up on hook after the killer made a goof like whiffing an easy hit?

    This age old survivor double standard, where killers are expected to 'play nice' but survivors get to use every dirty trick in the book without judgement.

    Again, the survivors goal is to not get killed by the killer. Their goal is not to dick about and hope that the killer decides not to kill them despite how conspicuously they play.

    If I was the survivor tunnelled this way, in fact I have been many times, I would 100% be blaming the Meg, and not the killer.

  • @hex_uwu said:

    https://forum.deadbydaylight.com/en/discussion/comment/3259396#Comment_3259396

    Where in the above scenario were the unhooked survivors 'teabagging in the killers face'?

    Meg, unhooking in the killers face. How stupid do you have to be to do that?

    I get that well coordinated SWFs can sometimes win a game like this by stacking second chances, flashlights and hook sabo builds by tilting the killer. AKA a bully squad. But generally, it's a bad move to unhook right in front of the killer 2 seconds after the hook is made. You're supposed to avoid getting caught in the first place.

  • @hex_uwu said:

    The usual excuse for tunnelling is 'the unhooker hid, I could only find the unhooked'. But Meg was right there each time and you still ignored her. I don't really know what you want us to say.

    A "Safe unhook" is a pretty well established idea at this point. Don't make mistakes and the killer can't use them against you. Survivors really be teabagging in the killers face then surprised pikachu when they get hit.

    Killers don't actually have any rules to follow, you're supposed to not let them win, not expect them to forfeit out of sympathy.

  • @CBT137 said:

    It is tunnelling but survivors usually think “tunnelling” is this magical barrier that prevents the killer from touching them at all after an unhook.

    It is a highly illegal move, and punishable by pain of teabag.

  • @GrimReaperJr1232 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3259378#Comment_3259378

    Wanna know something? I did the math.

    Thana at 22%, assuming no one touched a gen until everyone was injured and never healed, gave the killer about 127 seconds of slowdown. Not bad.

    What does Deadlock do by existing? It procs 4 times, each being 30, so 120 seconds... by existing.

    The more I learn, the more it irks me.

    The problem was that people were comparing old Thana, with 80s gens and 20% slowdown, to new 90s gens with 22% slowdown. On their own either the gen time or the thana buff were less than negligible, but together it produced numbers that were just big enough to induce a psychological effect that this was far too oppressive. If survivors weren't already reeling from- and adapting to the 90s gen times, it probably wouldn't have been an issue. As we now know, with the 90s gens having settled into the game, gens are still going too fast. 50 extra seconds isn't that much of a difference against any kind of repair speed perks or toolboxes, and the biggest factor isn't the flat repair speed, it's the lack of secondary objectives and being able to pressure survivors. Simply increasing gen times does nothing, it's still possible for a well coordinated team to knock them out in no time, while uncoordinated solos struggle, and it just makes repairing the gens more boring.

    Deadlock isn't quite the same thing though. A flat 22% slowdown is a flat 22% slowdown, you know what you're getting. Deadlocks conditions mean it's very hit or miss, you only need survivors working on either more than two gens at a time, or exactly one gen at a time, and there's a possibility it does almost nothing. I know there was one example from Otz, where two gens still popped in quick succession, because they had three going at once, and there were two Deadlocked gens at the same time, and all gens were still completed in record time. The only Deadlock that had an impact was the last one, so it gained him 30s of slowdown.

  • Don't you get it yet? When a survivor makes a mistake it's the killers fault. Every time. This is like rule 2 of the survivor rulebook for killers.


    Technically yes it is tunnelling, but it's one of those entirely warranted cases of tunnelling. You're punishing a very obvious mistake and simply capitalising on the opportunity in front of you. You didn't play in a way that forced you to tunnel, or enhanced your ability to tunnel, you were served a grade a tunnel on a silver platter.


    Personally, in this case, I would have got all of Megs victims to death hook, then proceeded to camp Meg out and let the rest go.

  • Agreed. The first buff was stupid, and the second nerf was way overblown. It just needed to be nerfed slightly to about 4% per survivor instead of 5%. A total of 16% slowdown would be perfectly fine. It was already self limiting like the new Ruin is, by the fact that each dead survivor reduces the max by 4%.

    Now, Thanatophobia is useless on everyone except Plague with a Corrupt Purge build (purely to force survivors to cleanse) and Legion with the add on that inflicts Broken, and even then, it becomes useless after the first survivor is eliminated.

  • I'm not sure what this exploit is supposed to be.

    Killers goal is to win by killing, just as survivors goal is to win by escaping, and some killers find that camping gets them that win.

    Pips don't really come into it. They don't do anything other than give you a bit of extra BP at the end of the month.

    Also you can't double depip. Unless, I think, you DC.

  • @Science_Guy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3258761#Comment_3258761

    In so many words, this is more or less what people really mean when they complain about maps. Which is not to say all maps are perfect, but the fact that some maps aren't perfectly balanced is why it's so easy to say, 'those survs were/that killer was so bad, they only won because (map)'.

    They only won because I lost.

  • @Tragopan said:

    One use per totem unless there is another perk would feel really, really bad. The boons would be borderline useless (like most Survivor perks...) Would rather see the opposite where Killers can relight their Hexes.

    How would it be useless? Compare CoH to Inner Healing.

    IH: one heal per totem consumed

    CoH: infinite heals for any survivor per totem, not consumed

    Even if CoH used up the totem, you could still get multiple heals out of it.

    Totems should beresources players have to manage? They should be expendable, which is why Shattered Hope should have been basekit from the start.

    If that was the case, then you could revert the hex blessing time back to normal, and remove the killer notification that a totem has been blesed. Maybe just showing an icon once a boon is used. E.g. when the first survivor recovers a health state using CoH, the killer gets the 'blessing' debuff icon, like survivors get cursed. This would ensure the perk gets used before it's snuffed.

  • The problem is I lost. Fix it.

  • @Regulus47 said:

    I don't agree. Ruin was hella annoying to verse every game, required next to no skill to use, works completely passively - just play the game and you'll get ruin value - stacked horribly with nurse, blight, spirit, pinhead, etc, and worse of all decimated solo q while barely touching people playing with friends. Bring old ruin back and enjoy even longer killer queues, and probably loads of killer nerfs when the kill rates rise to 75%.

    Besides, there's a bunch of other slowdowns if you need them. Isn't COB, DMS, Corrupt, Deadlock, PGTW, Pentimento, Pain Res, Gift of Pain, Jolt, Overcharge and E-Crutch-On enough, especially with the base gen time increase and mini PGTW added to base along with the rest of the killer buffs?

    Ruin did absolutely nothing if survivors just repaired gens. It required killers to actively pressure gens in order to gain any value from it. That made it a fairly healthy perk, which required killers to leave the hook and go after other survivors.

    Now we have a Pentimento, Eruption, Call of Brine and Pain Res meta, all much more oppressive and unhealthy.

  • @foodie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3258698#Comment_3258698

    By that logic Dredge should be slower, but he has normal killer speed. There are other killers that teleport or have a dashing power that also have normal killer speed such as mr Whisker, Sadako, mr. Firefly, Demopuppy, etc.

    So all a survivor would have to do is avoid lockers and Dredge could never touch them?

  • You'll never get consensus on this.

    Some people think A makes sense, others think B makes sense.

    If you really care about sending other survivors this message, run Kindred.

  • No map is that imbalanced either, even the worst offenders like RPD, Midwich and Gideon, it's perfectly possible to win or lose as either role.

    The issue comes with stacking RNG.

    You get map imbalance + tile rng imbalance + killer + add ons + matchmaking, and it can all add up to a perfect storm of "everything is against you".

  • Could've just removed the image instead of deleting the entire topic...

  • @AssortedSorting said:

    https://forum.deadbydaylight.com/en/discussion/comment/3257538#Comment_3257538

    Ah. Comp corner. Hate that. But I like Hooks disappearing on a Sacrifice given it gives weight to the sacrifice. Wonder if maybe having a Hook disappear could become a tactical choice, rather than a default. Would need a reason to consume a hook though.

    Could come in the form of a novel Scourge perk. Sacrificed hooks aren't consumed, and any hook used to sacrifice a survivor becomes a new Scourge hook. However all survivors get 30s additional hook time or something.

  • @AssortedSorting said:

    https://forum.deadbydaylight.com/en/discussion/comment/3257476#Comment_3257476

    Even with Yellow Mori you'd still have slugging for the 4K so the last Survivor doesn't get hatch, just now you'd also be slugging for the 4K so you don't accidentally hook the 3rd Survivor and miss out on a Mori if the last Survivor escapes through Hatch and the 3rd Survivor was sacrificed on Hook.

    It's not hard to justify a method for a Survivor to pick themselves up while downed.

    • Dying survivors are unable to return to helping with Objectives indefinitely, requiring no additional effort from the Killer, unlike putting them on a Hook.
    • Sans a Survivor sacrificing a Perk slot, the Killer can zone the slug to get more hits on rescuers, still pick the Survivor up, and then proxy Hook.
    • Sans a Survivor sacrificing a Perk slot, the Killer knows the general location of two Survivors if the Survivor Icon changes from dying to Injured, in the event a Survivor avoids the slug proxy.
    • The above all hinges on a slugged survivor not bringing a single Perk type. No Perk category should be that strong.
    • On the flip side, a base positioning mechanic (slugging) should not be that strong either, as it necessitates its use over a Killers Power or other more engaging mechanics.

    What did you not get about my suggestion? It would be impossible to slug for the 4K, not just discouraged, impossible. You down the last survivor, and the other one pops right back up. It would guarantee the last survivor is standing when the hatch spawns.

    Slugging should always be an option mid-game to apply pressure. You're sacrificing a sure hook, in order to get another survivor off a gen to assist the dying survivor. Just like healing, you shouldn't be able to do it without either the aid of another survivor, or with the use of a perk. Otherwise you're introducing yet more power creep and forcing killers to camp and tunnel because they have no other recourse. The only time it should be prevented is slugging for the 4K, which my suggestion prevents.

  • I don't think it's too strong, and survivors are due a decent info perk.

    I could maybe see it getting some ramp up mechanic. Something like: after repairing a gen for 8 seconds...

  • @AssortedSorting said:

    https://forum.deadbydaylight.com/en/discussion/comment/3257324#Comment_3257324

    We’re talking about the basekit UB in this thread.

    The Finisher Mori system IMO should have never been used to justify it, nor should it have been used to balance the basekit UB for how short it is.

    Basekit Unbreakable was only necessary because of the finisher mori mechanic. The two go hand in hand, you don't have one without the other. There is no way they would have considered making such a strong, meta, second chance perk basekit if not for the fact that finisher mori's would promote slugging over hooking without it, and completely negate any purpose to the killers main objective.

    Just look at the hoops they have to jump through to justify it, and all the other perks that involve the dying state that need to be reworked to accommodate it. It's insane.

    That's not to say there isn't some place for a more limited version that would actually prevent slugging for the 4K. Something like:

    "When all survivors in the trial are in the dying state or hooked, they gain the ability to pick themselves up from the dying state. This effect ends once a survivor is standing."

    This would legitimately prevent slugging for the 4K, either at end game with two survivors, or early game with Nurses/Blights trying to bleedout four survivors at once. It would mean you could never keep all survivors on the ground at once, as soon as the last one goes down, another can pop back up. Plus it wouldn't require every other dying state perk to be reworked, it would work just fine with all those perks as they are.

    This is in contrast to the proposed system that encourages killers to get all survivors on the ground at once, but simply puts an extra roadblock in the way of that goal.

    Combine this with basekit Yellow Mori, like everyone has been requesting, to quickly finish off the last survivor, and you have the ideal set up. No unnecessary hoops or justifications, just better QoL for everyone involved. No more slugging for the 4K for real, and every game that doesn't end with the gates powered, will end with a fair race for the hatch, in which the survivor either escapes, or the killer gets their signature mori.

  • @Chocolate_Cosmos said:

    Place Guard on the loop. Continue chase.

    People say that about Dredge but he's still my top killer.

  • @whysoserious said:

    https://forum.deadbydaylight.com/en/discussion/comment/3257311#Comment_3257311

    Don't worry, they aren't putting RPD badges in the bloodweb anymore. After weeks of not seeing one, while needing this one achievement for the platinum trophy I can confirm this.

    I've had tons of RPD offerings the past couple days.

    I actually don't mind RPD. The new versions are a moderate improvement on the old version, and like most things in this game I don't get what all the fuss is about.

    I've won and lost both killer and survivor games on this map. In fact from my experience alone I couldn't tell you it was either survivor or killer sided.

  • @FreakPrince said:

    I hope it stays. No longer slugging for the 4K.

    The proposed system encourages slugging for the 4K. It's the only way to secure a finisher mori.

    It's slugging at every other stage of the game that it discourages.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3255718#Comment_3255718

    • When you are arguing that the new system shouldn't be in place because it prevents "lighthearted stuff" then your "stuff" is in fact making the endgame worse by not allowing the newer system to be implemented. When you force a choice between shortening boring endgames by a minute or more and the lack of slug races and photobombs then, yes, your photobombs and slug races are wrecking the endgame compared to what it could be.
    • No, someone escaping after everybody is already downed is rare. You're greatly overestimating how often as a percentage of games people escape after everybody else is downed. I guarantee if you actually take a survey of random published games it only happens a small fraction of the time. And I'm not convinced you don't gain as many intense scenarios with the new system as you lose.
    • As far as Unbreakable, etc, goes, I did address it, I said above and before that they will probably need to adjust the speed bonus on Unbreakable. The base game 45 seconds revive might be ok as is, if it could use a tweak it would just be a small increase. (Personally I think No Mither and Unbreakable should have their bonuses swapped, so No Mither becomes a 75%+ recovery speed increase while Unbreakable is a 25% increase. It just makes more sense for the perk with the huge disadvantage to have the significantly bigger bonus.)

    When the 'fun stuff' is getting in the way of 'ending the game early' you know you're not enjoying yourself and need to go play something else.

    This is the same sort of argument used in favour of DCing for frivolous issues.

    If you don't want to play the game, then don't play.


    It doesn't matter how rare it is, it happens, and it deserves to happen.

    4%ing rarely happens. That's not a reason to remove the ability to attempt to unhook yourself.

    You're ultimately removing gameplay options, watering the game down, and reducing it to a formulaic gameplay loop that will end up forcing killers into the same few effective tactics like camping and tunneling, abd making games sweatier because there's fewer avenues to 'have fun' with the system.

  • @Katzengott said:

    Remember when survs needed to learn how to safely unhook unless they had Borrowed Time?

    I was gonna say, this is a lot less dangerous now that we have 5s of basekit Borrowed Time. I see 'hook farming' a lot more often, and half the time it doesn't come with any downside.

  • In terms of 'accidentally completing a challenge despite losing', I managed to get the "Steal 6 void energy from the killer by stunning them" challenge in one take, purely because Deathslinger decided to camp and tunnel me out from the start.

    Grabbed 3 energy from a gen before he found, downed and hooked me. Got rescued, tunnelled, and DS'd 3 void energy back. Next down he failed to get e to a hook and I wiggled off, netting my second 3 void energy, before he picked me up and hooked my last hook.

  • They should work out some kind of deal to share assets like this, other games have.

    For example Final Fantasy XIV is run by a different company in Korea. The Korean version often comes out with it's own cosmetics, which then come to the 'international' version about 6 months later. Because they've worked out a licensing deal. They're cash-shop only cosmetics of course, because that deal comes with a price.

  • I'm pretty sure @Veinslay is being sarcastic, but I honestly can't tell about @Roaroftime

  • I wish they'd just delete all of those bronze and silver charms that end up with a gold version as well.

  • @brokedownpalace said:

    I would rather they remove hook counters entirely, for both survivor and killer, than give killers this information.

    What's the downside to giving killers this information?

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3256702#Comment_3256702

    This is a pretty biased post, but sadly it rings true.

    I wouldn't say that everything is spoon-fed to the survivors, especially with most if them still being soloQ and unable to communicate with one another, but the information discrepancy between the two roles is staggering.

    What really irks me is that survivors basically have more knowledge about the killers power then the other way around. I know its done in the name of "preventing tunneling", but really, with the exception of Plague all progressing killer powers only give binary information to the killer, ie "this suevivor is infected/cursed/bleeding" or "they are fully infected/cursed/now dying", where as survivors have all the granular information in between.

    This really feels like it's backwards then how it should be, ie a power should add a certain uncertainty to the survivors, an "oh damn,I'm infected, can I finish this gen or will this be too tight?", but survivors have the full information and knowledge of everyone involved, leaving he killer completely guessing at the progress of their own powers.

    Ghostface and Dredge provide more info to the killer about their power than survivors. You know if someone is 99'd on their stalk meter, or if Nightfall is about to start. Also Myers and Oni to an extent, and you could argue that the ammo gauge gives Huntress/Trickster info the survivors don't have, though that's starting to stretch it a little and next after that is 'Spirit knows when her power is recharged but survivors don't', so it's definitely a scale of 'how relevant is the information'.

  • @Veinslay said:

    Lol at "it's the killer's job to keep track of the hook states". This is a great snapshot into the mindset of the balance team. The killers have to remember all the survivors' perks, have to guess if they have Unbreakable, wait out a Dead Hard that doesn't exist that could get the survivor enough distance to reach a pallet, etc etc. While for the survivors, they get spoonfed exactly what perks the killer has constantly. Undying notifies you when your aura is visible, Dissolution notifies the survivors when it's active, Huntress Lullaby tells the survivor when it's in play immediately, NOED totem is revealed very quickly. Lol. Everything in this game is hand holding for the survivors

    To be fair, a lot of that is to equalise the amount of info solo and SWF have access to. Withholding that info would hurt solo survivors a lot more than SWF.

    And knowing if a survivor has certain second chance perks basically invalidates those perks anyway. Imagine if every "pick yourself up" perk announced itself like No Mither. You'd never get to use it.

  • @Seraphor said:

    At the very least, an indicator when someone is on death hook when they're in the dying state would be handy. Like a flashing skull over their portrait.

    I usually avoid tunnelling as much as I can, and try for 8 hooks before anyone dies, but I often accidentally hook the wrong person, either because they've confused me, by playing the same survivors, or I've simply lost count of hooks, maybe because someone got to 2nd stage and I didn't notice.

    Just happened again. Tried to spread my hooks out but had two Claudette's. I thought I had hooked each of them twice, because I was at 7 hooks after hooking a Claudette who was at 2nd stage, and I was sure I'd only hooked Steve once. I hook Steve again and he's dead. Nope, must have gone to 2nd stage on his first hook and one of the Claudette's was only hooked once.

  • @treefitty said:

    So unfortunately, BHVR becomes less and less clear when they give out statistics because they don't want us to know how they got to those numbers. Before, there was like a dev stream where they actually talked this stuff out and explained kill rates, what factors they put in, etc...

    I was used to seeing and hearing things like:

    1k rate is A

    2k rate is B

    3k rate is C

    4k rate is D

    Now all they say is kill rate is E. Does anyone have a link to the dev stream where they elaborate on the September 2022 statistics? I want to know more about their methodology. Did they get rid of disconnects? If so, that means they need to increase the kill rate because not all disconnects are on first down. Some disconnects are on sacrifice downs and just want to leave the game faster because you can't skip the sacrifice animation and so if those games are discounted, then the kill rate is being artificially deflated. The small details like this kind of matter to me because BHVR can give out very little details and then blame any conclusion someone draws on "not understanding all of the background on the information" and that just frustrates me because they do that on purpose. They intentionally don't give out all of the information so that the community constantly fights with each other instead of being upset at BHVR for a lack of transparency.

    I'm sure they don't want to go back to the full disclosure of "On the most survivor friendly map, the 4k rate is 63%" because that's just them confirming the killers are being coddled by the devs and the devs don't want killers to think they've got easy mode on. They want the killers to think survivors have easy mode on to keep players picking killers to play. It also explains why survivor queues are short and killer queues are long. The game balance has shifted towards killers and the queue times get longer because of the disruption to the 4:1 golden ratio in DBD. However, you can tell it's shifted towards killers because I have seen the survivor BP bonus up for weeks now. BHVR says we need more survivors and have been trying to incentivize people to play survivor with a BP bonus (and they even said that's why they're giving the bp bonus).

    So they include DCs because "not all DCs are on first down." Fine.

    What about hook suicides? That inflates kill rates.

    Or killers who let survivors go? That reduces kill rates.

    Or how about when killers DC? That reduces kill rates because all survivors automatically escape.

    Where do you stop including the abhorrent exceptions?

  • @[Deleted User] said:

    I wonder what most people feel a good Kill Rate would be for this game.

    How many matches do you feel should be:

    0K

    1K

    2K

    3K

    4K

    I myself would like a bell distribution.

    Agreed. I would like some kind of scaling factor in the game that makes it progressively harder the better you do. This shouldn't be considered as 'punishment for winning', because you're still winning, you're just not winning so hard. It's an equalising factor, which will make instances where one side is completely wrecked by the other harder, and should reduce the number of 'hopeless' games.

    Something like; gens are repaired faster the fewer survivors are left in the game, or slower if multiple gens are repaired without losing a survivor.

    Throw in a minor anti-slugging tool, like "when all survivors in the trial are hooked or in the dying state, they can pick themselves up without the use of a perk" to prevent slugging for the 4K.

    Things like this would serve as a buffer to the snowball effect, and make the extreme 0Ks and 4Ks the exception rather than the rule.


    Besides that though, I think a 'good' result or 'win; for the killer should be a 3K or 4K (not just exclusively a 4K). And a 1K should be regarded as a win for the survivors. Because there should be a threat of being killed, and the killer shouldn't appear to be a joke that's bullied by 'powerless' survivors. So a 1K should be somewhat 'guaranteed', though I'm not sure of a 'fair' mechanic that would do that. I supposed my gen speed suggestion above might have that effect anyway. Plus a mechanism for compensating the first survivor killed would be good too, something like a 'token kill' BP bonus if you're the only survivor who doesn't escape.

    This would mean that the typical range of kill results would be 1K to 4K (with 4K's being rarer than 3Ks), instead of 0K to 4K, which would mean that the average kill rate all things being equal would be between 50% and 60%, rather than a flat 50%.

  • Anyone who has left the match before you get to the scoreboard shows up as no prestige.

  • When it's across multiple games. I.e. there's a pattern that shows you're being targetted specifically, and it's not just to eliminate one survivor early.

  • At the very least, an indicator when someone is on death hook when they're in the dying state would be handy. Like a flashing skull over their portrait.

    I usually avoid tunnelling as much as I can, and try for 8 hooks before anyone dies, but I often accidentally hook the wrong person, either because they've confused me, by playing the same survivors, or I've simply lost count of hooks, maybe because someone got to 2nd stage and I didn't notice.

  • @Tragopan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3256648#Comment_3256648

    Say what you will but I won't budge on the matter. Hitting the Killer where it hurts (pips) is justifiable as opposed to being held hostage in a game where you would have depipped anyway due to the Killer's behaviour. Not rewarding the Killer for said behaviour = just don't play. Generate no further points for them.

    Killers that play like that don't give a crap about pips.

  • @Ashes said:

    https://forum.deadbydaylight.com/en/discussion/comment/3256523#Comment_3256523

    you are such a lelplayer like you really come out with all the most basic bullshit, every time.

    including DC's means games with a foregone conclusion

    countless games with an early DC that was more than salvageable

    if game is hopeless, you die faster than the penalty

    all of this ignores varying psychological states of survivors. DC games are not a foregone conclusion, i have escaped from them enough times to know that it's probably more likely i will escape a 3v1 than a 4v1 where one of my teammates appears to be suicidally depressed but still trying half-heartedly anyway - because they are a liability and they will make more mistakes and will largely play like trash, while their continuing presence will affect how the rest of the team plays. feeling hopeless is a form of psychological distress, nobody should be forced to remain in that situation, maybe we should give survivors a /wrists emote so they can bleed themselves out of the game.

    whether the situation seems hopeless depends on that survivor's individual perspective, and particularly for newer or less-skilled survivors, that feeling is going to kick in faster. for that player, it might not be salvageable, and they would almost certainly not escape, even if the rest of the team manage it. in their best case scenario, that survivor is a simple deadweight to try to drag through the trial.

    games where the killer fully dominates can end up in farm games where the survivors hold no pressure and the killer can mess around repeatedly downing survivors and letting them wiggle out. i had a friend stuck in a game like that for 40 minutes with a blight, i was on discord with him while he was stuck in that match and he told me it started with slugging at 5-gen.

    so do you think survivors have any kind of objective means to determine absolutely whether the game is hopeless or not, particularly in solo queue, where you have a very limited idea of the quality of your teammates, beyond their own experience and comparison with the sense of hopelessness they are feeling at any given moment preceding a DC?

    game psychology is really important; understand this - if game is #########, no point in playing. so i haven't played a trial in 2 weeks, big cba for game where balance rests on a needle point and you don't even know how much weighting each side is putting on their side of the scales, letalone if your own team is pitching feathers for counterbalance.

    removing DC games is ignoring part of the reality, when the reality is that playing solo survivor is fairly /wrists, particularly if you get an overpowered killer.

    https://forum.deadbydaylight.com/en/discussion/comment/3256579#Comment_3256579

    so much lelplayer dyslogic

    lel yeah your post is so wrong, I'm just gonna discredit you by calling you names, and not take anything else you say seriously.

    Sounds like you're just trying to justify the fact that you're a toxic DCer. Stop DCing.

    You want to act like a child, then you get the childish reply. lel

1 … 79 80 81 82 83 … 171