Seraphor
Seraphor
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The problem with this is that is drastically increases the power of hatch offerings. You know where the hatch is but your opponent/s don't.
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@MikeyMyers666 said:
There is nothing more satisfying than a 4K as a killer. I don't care about MMR (I play on switch and I don't even know what it is really). The goal of the game as a killer is to kill all survivors.
That said, I am not a fan of slugging and I agree a bleed out button should be an option (like self unhook, with a small chance of you coming back to full health).I don't find anything satisfying about a 4K.
They're usually either a noob stomp or snowball game which just makes you feel overpowered and a bully, or you've had to slug for up to 4 minutes to achieve it, and doing that is pretty much risk free.
There is no effort required to convert a 3K into a 4K via slugging, it's just a free, guaranteed kill.
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Rather than trying to judge what BP bonuses other players deserve to receive based on your opinion, how about…
An event offering is required in order to pick up invitations.
Without a cobbler, you can't pick up invitations, and therefore can't use: quiet mode, party pallets, remote hooks, remote pallet breaking, etc.
You still get the tryks effects, which might give you one invitation charge, but that's it.
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@JPLongstreet said:
I'm picturing a Trapper locking down the shack with an afk Billy or Huntress trapped neatly inside! 😋🤣
I wonder if the other killer can reset traps that have been placed/triggered.
They said there would be killer power synergies, such as Wraith causing the other killer to become undetectable while cloaked. Maybe the Trapper's synergy is that, while the other killer can't place traps, they can reset already placed traps.
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I see what you're doing there, following on from Finesse.
However, 2 things:
Pallet stuns are significantly more sparse and more impactful than fast vaults, so it should probably have a longer cooldown, otherwise it hardly seems worth having any cooldown at all.
Secondly, this could synergise very well with Finesse, which then poses the question of whether this would be too strong of a combo. In a way, these are kinda circumventing the precedent set by exhaustion perks, and provide a decent chase power without the limitation of exhaustion. Does the limitation of being healthy make up for this? Or could this lead to unreasonably long chases where the killer cant even hit you once?
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@Rudjohns said:
Anti 3-gen is useless, it almost never work
Its just like the anti face camp, it sounds good but its not
It's the main reason you don't see Pop, Pain Res, Eruption and Surge all at once.
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@VASRIO said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748046#Comment_3748046
Straight off the hook tunneling is what happens. Nobody goes for the unhooker in the current state of the game, always for the one unhooked. Always.This is a problem.
There needs to be some sort of immunity that doesnt get disabled the moment you get hit off the hook, because then anti-tunnel mechanics really do nothing. Key word - immunity. Not endurance. Endurance tanks one hit.
For killers like Nurse, Blight etc. getting 2 hits in 10 seconds is a piece of cake.
When some killers have an easier time using the game's toxic mechanics, you know you have a problem. Let us also not forget that those same killers like Nurse and Blight have no problem ignoring anti-camp mechanics too, as camping from 16 meters is nothing when they're literally a second away from the hook with their powers.
What are we doing? There's clearly a problem here by design.
Immunity isn't feasible. Any kind of Immunity can and will be weaponised by survivors to punish killers that try to go for the unhooker.
We already get this with endurance. Nearly every time you attempt to go for the unhooker, the unhooked survivor will bodyblock, force you to hit them, then complain that they got tunneled.
Tunneling IS too strong, but this isn't the solution. Tunneling is strong because by eliminating a survivor early, you drastically reduce the capability of the rest of the team.
The best way to weaken tunneling, is to make early survivor elimination less worthwhile, less profitable.
Some kind of basekit effect or stat for survivors that scales based on the number of survivors in the trial.
E.g. repair speeds scaled on survivors and gens, so that fewer survivors = faster repair speeds.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747730#Comment_3747730
Well if you're mainly focused on the BP incentive then you should ignore the higher bonus on survivor for the event. Even with survivor at 150% and killer at 50% I average at least 100-200k more BP on killer.
This.
The role incentive might give +100%, but with multiple Cobblers in play, that's the difference between +500% and +600%, or one-seventh of your total BP score.
Unless you expect to earn as a Survivor, within one-seventh of the BP as you would as Killer, that role incentive means nothing.
E.g. if you average killer score is 250K, then you need to be earning at least 215K as a survivor to make it up with the role incentive bonus.
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General perks should probably already be learned by all characters at tier 1 by default.
It kinda defeats the point of having these 'universal' basic prks if you can't obtain them until after all other perks.
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@ays12151 said:
Players that play Event Modifier and don't bring Event Cake are kinda cringe for me. To enter Event Mode the Cake Offering should be needed to join in. Additionally, during the event everyone who brings different offering than Anniversary Cake (can be different year) shouldn't get additional Bloodpoints from other Cake Offerings.
I wouldn't say the offering should be mandatory to play in the event mode. There should be freedom to play different set ups.
However, a Screech Cobbler should be required to be able to pick up and use invitations and their abilities. Without it, you still get to use the bag of Tryks effect, but you can't create party pallets or remote hook, etc.
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@Unusedkillername said:
I will say I do think this is more of a killer issue. I see far more triple/quad slowdown builds than I do quad-gen rush builds.
It's because they are the best perks on killer. There is not much reason to take anything else unless you want to specifically play around with a perk like Dissolution. The reason to use aura perks is to cut the boring part out.
You basically bring lots of gen defense if you want to win and a lot of killers just want to win.Typically killers have powers that aid them in chase or survivor tracking. Hence why the blind spot for most killers is slowdown, and they can afford to go all in on slowdown perksn because the rest of the kit is provided for in their power/add ons.
There are exceptions, like Pinhead, Pig, etc. who have innate slowdown in their powern so they can afford to diversify their perks.
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I would give Quiet Mode a point in the survivors favour. Not sure why this particular ability is pit against remote hooks and therefore loses that 'head to head'. Quiet Mode is arguably the best tool survivors get in this event. I have escaped so many chases by popping this and ducking behind cover.
But otherwise I agree, it's mostly killer sided.
I would suggest the following.
- Breaking pallets takes an additional second.
- Party pallets stay solid for a second after dropping before they disintegrate.
- Remote hooking only becomes available when you're within 8 meters of a hook.
These would gives survivors an extra bit of time to either make distance, or attempt a save, depeon the situation.
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@ReverseVelocity said:
I agree. There should be a second bar either above or below the sacrifice process.
There's still a lot of things that need to be shown to solos and this is one of them.
A circular gauge to the left of it, like healing progress, would look better imo.
But yes, not only should this be a thing, but Deliverance and Wicked should be retooled to work by automatically filling the AFC gauge when active. This way other survivors will know if the hooked survivor has the ability to unhook themselves, in whatever way that is.
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Well done for attempting no power Myers, but how the hell did you pull off Nurse?
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I've said this many times. Survivors can be forced into situations where they aren't able to score at all in certain categories, particularly when chased/camped.
The solution: Distraction score events.
If you are either; in chase with the killer, or slugged/hooked within 16m of the killer, you can get the following score events:
500 BP for each generator completed or exit gate opened by another survivor. (Objective category)
250 BP for each health state healed or hook rescue made by another survivor. (Altruism category)
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@Rudjohns said:
Event is killer sided.
Only the "heal a health state" is slight survivor sided, if they play correctly. But still devastating if the killer finds an already healthy survivor.
The haste power is absolutely killer sided
The chests barely do anything
The party pallets is extremely easy to avoid and bunch of killers are coming to the match with Enduring and Hubris. Party pallets are only useful if survivors are playing with friends, but once again, we should never balance the game around SWF
Remote hook is really strong and denies the majority of chances for survivors, and saves up a lot of time for the killer
And breaking a pallet or a wall remotely is so broken it guarantees a hit on the survivorFor the event to be more on the "balanced" side, some powers should have been:
-The power of breaking a pallet or a wall should not exist
or
-Party pallets should not break themselves
Maybe with that it would have been fairly balanced
I would just say that breaking pallets/walls should just take a little longer, add an extra second or even just half second, giving the survivor more tine to make distance.
While party pallets should similarly stay up for an additional second before breaking automatically.
Additionally you could adjust the rate at while invitations recharge so that killers don't have these abilities quite so often.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747014#Comment_3747014
I use it alot in chase. If I break line of sight then I use it and jump in a locker. It's good with Inner Strength too. By the time the killer thinks to come back and check the lockers I've healed up and ready to go again. Still hasn't helped me earn good bp though, which is what I actually want out of this event.
I always stop to do gift totems or gift chests when they pop up. They're some of the biggest scorers. Other than that, just surviving as long as possible and repairing gens, and using your invitation skills.
I'm not earning as much as I do on killer but as long as I'm not tunnelled out at the start I'm usually in the 20-30k range at least, which translates to around 100K or more in total.
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I think survivors are sleeping on Quiet Mode a lot. Probably because the prevalent attitude among survivors is that you run in the killers face and then loop for as long as possible and that's it, that's the extent of their gameplay aspirations, then you quit when you get downed and can't teabag. Stealth gameplay is very underappreciated on the survivors side.
I've escaped tons of chases thanks to on-demand Lucky Break/Iron Will/Off The Record. So I don't agree that survivors don't have anything.
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Disregarding how incredulous I find 5 farming killers back to back including the same Doctor three times to be (I don't think I've had more than 1 in 20 killers farm this entire event, are you playing with crossplay turned off or something?)
Yes I think farming is incredibly irritating, and there are other ways to go about it.
A decent game that's not heavily one-sided will net you as many points as a farming game, and I often go for high point games where "everyone wins". You just play normally until everyone is hooked twice. Hell even sweat a bit to get those 2-hooks on everyone if you need to. Then, you ease off and mess about a bit, without failing to chase survivors. You still chase, you still down, you slug a bit, you go find someone else. You give them space to pick up and you regress gens without camping them so they eventually get repaired. Everyone ends up having a good time, particularly if the survivors can't tell that you're farming. You then decide who you're going to let live and at the last minute, let them escape.
But just standing there watching survivors do gens without hooking anyone, isn't accomplishing anything. You're all bored, and you'll all likely end up with low scores, because you need to make hooks and hook rescues.
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In my experience, being able to see other survivors so that you can avoid them in chase is much more useful. If I can't see other survivors, then I'm fairly likely to bring a chase to someone on a gen, and likely screw us all over when that gen inevitably gets regressed.
Don't attribute to malice what is much more likely to be incompetence. Do the survivors stitching you use actually see your aura or do they just not see where you are?
Secondly, if you've got 0 hooks and finding it easy to escape chase, you probably should be trying to intercept for survivors who are on death hook so you can keep everyone alive longer.
While it doesn't justify sandbagging another survivor, if you're on death hook and you know there's a survivor who has avoided being hooked all game, there's bound to be a bit of salt there.
Most importantly, you should probably be looking to take a hit before you get to end game. If you can take a hit or even a hook before the gens are done, then you'll be more likely to escape. If you avoid going down all game until you get to end game, then you won't have that opportunity because the killer will likely camp and tunnel anyone who gets downed once the gates are powered.
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You could just reach the hatch first, like killers do 90% of the time, and close it.
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Or you can just leave the survivor to find the hatch themselves.
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I think we're too far in to create a perk class system at this point. Also I've tried theorycrafting exactly this, and most perks simply don't fit into neat categories besides the big meta ones.
I think the best route at this point, is to design perks (particularly strong aura/regression/chase perks) in a way that they're mutually exclusive or impart diminishing returns.
Just like survivors have exhaustion to prevent doubling up on chase perks.
The regression event limit on gens already does this to a degree for instant regression perks. A similar mechanism could exist for say gen blocking, when a blocked gen cannot be affected by other blocks, that would prevent the Grim Embrace-Dead Mans Switch combo.
Aura perks I don't think are in a place yet where such a restriction is necessary, and is more a case of balancing individual overperforming perks.
And killer chase perks are definitely not there as they're mostly unique and highly situational.
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Knowing that there is a lifetime ban down the line at some point adds an overwhelming amount of dread
There is no permanent ban for disconnecting or leaving games.
Unless you're disconnecting multiple times a day, you won't receive more than 5 or 15 minutes at a time.
The penalty is still necessary, even with bots, because without it players will quit the moment they start to lose. No one wants to play every game against four bots, and if it's the killer DCing, then you will never escape.
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You know people used to make saves before Background Player was a thing right?
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@NotJared said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745578#Comment_3745578
Why have the Carnifex exist at all if there's no reason to use him
For breaking pallets and kicking gens, obviously.
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When you accept a gift totem, your aura is revealed for a few seconds, killer or survivor.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745633#Comment_3745633
Its difference though.
Direct healing like Botany, desperate measure… are good because they dont really need a condition, passive healing needs something to work. And because of direct healing work when you're healing, which Hae effect does not work on them when they're working ; but passive healing perks become total useless.
Not mention that if killer is coming right at you, Botany may let finish a healing because it heals faster, while Solidarity cant because it takes longer to heal, which healing is disrupted, which Hae effect works against Solidarity.
They need to find a way that Hae effect works to both kind of healing equally. Making Hae works only on passive healing whilte its already weak is why no one use them.
Yes it is different, that's why you have different effects.
Healing speed/efficiency buffs are countered by like debuffs, e.g. Mangled.
Passive healing effects and partial healing is countered by Haemorrhage.
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The whole point of Haemorrhage is to counter healing effects, including these. Haemorrhage has already been nerfed and now only lasts a limited time.
To say that Resurgence or Solidarity should be immune to Haemorrhage is like saying flashbangs should bypass Lightborn because they're from a perk and not regular flashlights.
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@StereoGang said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745270#Comment_3745270
Pretty much as their hunt time will deplete super fast as soon as you get close to them (wich you have to since guards usually can't catch an average survivor by themselves).
I'm not sure anyone ever ask to be able to choose the guard they wan't, but carniflex being useless for chase is far from being the main problem with this "rework".
This is kind of like Pig's traps again.
They don't want you chasing the survivor with a trap on their head, because not only is it a no-win situation for that survivor, but you are actually executing more pressure by engaging multiple survivors at once.
They obviously don't want you double tapping survivors or forcing them into no-win pincer movements, because it's too oppressive and risk-free lending to no cost tunneling, and they want you to learn to inflict pressure on multiple survivors to help you succeed at the macro gameplay.
Pressure spread out among multiple survivors is ultimately healthier for the game. It provides innate game slowdown and reduces the power the killer has in tunneling scenarios.
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I would ask, why do you need a reason to use Carnifex for a hunt?
You can now freely choose which guard to send outn presumably either on their own cooldowns or a shared cooldown.
So why do we need three distinct options for hunts? What does having three options provide that is an improvement over two?
What are the three scenarios in which you need three distinct modalities?
From what I can see, you'll either want to use a guard to score an injury, in which case you use Assassin, or you want to secure an area and increase pressure, in which case you have Jailer.
What is the third option to shoehorn Carnifex into?
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Deep Wounds is a bonus health state, it's a second chance condition between injured and dying. As such it is going to come with some caveats that don't allow it to fit neatly into either dying or injured, and work differently to those health states in some ways.
As sizzlingmario42 states, it IS consistent in how it functions, it just doesn't function as one of the core health states, and that's entirely fair.
Becoming deep wounded doesn't trigger effects that activate on health state loss, because you haven't entered the dying state, which is the next step down from injured.
In contrast, being healed while in deep wound doesn't bring you up to healthy, because you would have been in the dying state had you not had the protection of endurance.
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The autoaim when switching to a biopod is essential QoL for console players. As with all ranged killers in this game, you can't increase the joystick sensitivity for aiming as you then end up with it being
toosensitive for general movement, and the biopods replicated this at an amplified rate.Console players can't just swing their camera around in a fraction of a second like M&K players do, normally by the time you panned around to look for survivors they've already vanished, it's like operating an actual CCTV camera and takes an age to turn it around the other way.
This was the main thing about Singularity that made me incredibly disappointed that I couldn't play it on console. I was super hyped for this killer at the time, and the PTB looked great. When I bought the DLC and got my hands on it, it quickly became apparent that it was unplayable on console and that it was a wasted purchase for me.
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The autoaim when switching to a biopod is essential QoL for console players. As with all ranged killers in this game, you can't increase the joystick sensitivity for aiming as you then end up with it being
toosensitive for general movement, and the biopods replicated this at an amplified rate.Console players can't just swing their camera around in a fraction of a second like M&K players do, normally by the time you panned around to look for survivors they've already vanished, it's like operating an actual CCTV camera and takes an age to turn it around the other way.
This was the main thing about Singularity that made me incredibly disappointed that I couldn't play it on console. I was super hyped for this killer at the time, and the PTB looked great. When I bought the DLC and got my hands on it, it quickly became apparent that it was unplayable on console and that it was a wasted purchase for me.
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@lettuchia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744805#Comment_3744805
It's not gatekeeping if inexperienced could literally just play more and get better instead of complaining. The concept of bad players performing badly makes sense to most people but in the dbd community it's "gatekeeping"
Playing more doesn't magically make it easier to aim on console with sluggish joystick responses. And as with all ranged killers in this game, you can't increase the joystick sensitivity for aiming as you then end up with it being too sensitive for general movement.
The autoaim when switching to a biopod was essential QoL. Console players can't just swing their camera around in a fraction of a second like M&K players, normally by the time you panned around to look for survivors they've already vanished.
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@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744670#Comment_3744670
If your build is built around aura reading, one single perk actually just makes you perkless. What killer perk can do the same with whole survivor builds?
If you have an entire build around aura reading then you should be revealing aura's often enough to burn through Distortion tokens faster than they can be regenerated.
I often run full aura builds and I rarely have problems with Distortion players, they might be elusive at the start of the game but by the end of the game (where it matters more) I can find them easily enough.
I find OtR to be a bigger hindrance because unlike the endurance effect, the undetectable effect doesn't deactivate on conspicuous actions, so I can find myself looking for the survivor who's only been hooked once instead of twice, and be unable to read their aura for 90s, which is quite a long time.
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They mean killer powers that change up the formula, which I agree with.
That doesn't mean they need to be the strongest most oppressive killer, just not another M1 or dashing killer.
Ultimately every killer's power has to be something that helps them close chases, whether that's by speeding up, removing health states, or by circumventing loop elements.
Nurse almost completely circumvents loops, but there can be other ways of doing that.
Singularity is probably the next closest thing to Nurse. It can bypass a lot of looping resources if you can master both the macro gameplay (biopod placement) and the direct skill (shooting mid chase) to teleport behind a survivor and ignore pallets.
It has a high skill floor and ceiling just like Nurse.
But of course it has a fair counter in EMPs. Any more 'Nurse like' killers simply need to be designed in a way that their counter makes up for their ability to ignore loop resources.
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Event offerings at least I think should be role-wide, as they're a special case.
For everything else, you could argue that it would trivialise the rarity system, although it's not particularly difficult to get a mori so not sure how much weight that has.
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Prestige rewards end at 9
Anything above that is an optional long term goal, which doesn't need to be made easier for any reason because it's entirely arbitrary.
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This is a surefire way to make Blood Warden meta again.
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I'm not sure if this works on a per role basis, however they have explained how MMR works for players who don't play for a while.
While your MMR doesn't decay over time, it does become more volatile. Which means when you return from a long hiatus, your first few matches will have a greater impact on your MMR.
If you lose your first couple games upon returning, it will drop more significantly than losing a game normally, and vice versa.
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Something that would help telegraph the likes of Deliverance, Wicked, and AFC, is if the AFC gauge was included in the survivor HUD.
This would show that the killer has been around the hook long enough to enable the survivor to unhook themselves, giving solo survivors a modicum of the kind of communication SWF have access to.
Then you rework Deliverance and Wicked to instantly fill the AFC gauge when activated.
For Plot Twist, or an active Unbreakable/Soul Guard, display the aura of the dying survivor in white instead of red.
Reassurance I think is fine as it is.
But another telegraph I'd like to see is Head On. If another survivor is in a locker and Head On is active, that locker has a yellow aura when you are within 10 meters of it. This wouldn't completely trivialise the petk to SWF levels, but would allow solo's to use it opportunisticly when they happen to be running a chase in the immediate vicinity.
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They did.
Kicking a gen used to inflict 0 immediate regression, only start passive regression, which could be immediately halted by a survivor touching a gen for 0.01 seconds, which they could do mid-chase.
Now a kick inflicts 5% instant regression, and requires survivors to hold onto it for 5 seconds before passive regression is halted.
Pop use to inflict 25% total regression. If a gen was at 25% progress it went to zero.
Now Pop inflicts 20% relative regression. If a gen is at 25% progress it now regresses by 5% (+ 5% base regression).
I agree Ruin could do with a rework though. Any hex active at the start of the game is inherently more vulnerable and high risk, making for perks that either have no effect, or are strong enough to either be opressive when well hidden or wasted if found early.
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@Mortecaii said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3742544#Comment_3742544
The whole point of this post is pretty much about how people only say GG when they win, and almost never when It's a loss.
Also, how is being toxic all game, then throwing a GG at the end, being in anyway, sportsmanlike?Whether someone is 'toxic all game' can largely be up to interpretation.
People will complain about some of the strangest things. I've had post game abuse for not farming, for farming, for playing mirror myers, for playing plague. I've had people DC even when I've played nice AND am planning to let everyone escape and then had the other three survivors teabag and give up (this event).
Giving them a gg at the end shows that I wasn't being toxic even if they think I am.
To see that this is also interpreted as toxic is ridiculous. There is no winning. Some of you are just determined to be miserable at any cost.
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@Mortecaii said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3742291#Comment_3742291
If you only say it when you win, then how is that good sportsmanship? If you're not saying it every single game, regardless of what happened, then don't say it at all.
How do you know the person isn't saying it every game?
I generally say it whenever I get the chance (PSN player though and half of PS players have their chat blocked), but I've played enough games to know that not everyone will consider it a 'good game' even when I've played fair and they've escaped.
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While I think it's hard to generalise in this game because there's so much variation in skill expression and rng outcomes... the game is generally in the most killer sided state it's ever been.
Early years were incredibly survivor sided, and I'd say (in the loosest sense possible) the needle only really just swung far enough the other way to favour killers more often than survivors, in the past 18 months.
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Not just casual players but new players too.
It can take a long time to get to grips with the wealth of different mechanics in this game, and 5 tutorials and a couple of bot matches just isn't enough.
I personally think they should start working on a limited single player campaign mode. Something along the lines of "Trial of the [Trapper/Wraith/Hillbilly]" where you load into a full bot match that puts you against that killer on their home realm. A few progressing stages that gradually adds perks to their load out, and the ability to repeat the last stage (all three of their perks plus a random generic). Allow it to grant a baseline amount of bloodpoints, so base scores without any bonuses or offering bonuses. So that new players can get a bit of a head start on the BP grind.
This of course requires programming bot behaviours for different killers, so just start out small with the first three and add other original killers later on.
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If the 'thumbs up' feature could be tracked, that would be a decent way of doing things. Just like a running total of how many you've received.
If there was an achievement to 'receive 100 thumbs up' or something to that effect, I think people would use it more, because they would want to receive them themselves. And you know you won't receive any if you play like a complete dick.
I think negativity breeds more negativity, but likewise positivity encourages more positivity. The game is a bit of a toxicity sinkhole right now and something like this could help smooth things out a little.
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Not accepting a GG is the sign of a sore loser.
If you can't accept defeat gracefully then you're going to suffer a positive feedback loop of negativity, and everything will look like poor sportsmanship.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741976#Comment_3741976
that is something that killers have also complained about. They've complained that their early game is bad and should be stronger. Scott promoted some early game collapse but honestly lethal pursuer is easier. The other complained is that killer cannot compete vs good teams without gen regression/game-delay. This leads to poor perk variety and the killer feeling they're throwing games for not choosing said perks.
I didn't mention Empathy because it is 3% pick-rate perk.
That's ... entirely my point.
Solo survivors don't need to rely on Windows and Bond, they have Empathy but they're sleeping on it because they refuse to drop old habits.
It's not that solo survivors need Windows and Bond to make up for not being SWF. Windows and Bond are crutches that hold them back from improving.
Same for killers who refuse to drop gen regresion.