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Seraphor

Seraphor

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Seraphor
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  • @OrangeBear said:

    Since when did every killer player slug regularly?

    I don't see this change getting in my way at all. Unless survivor abuse it with unbreakable which i do think should be nerfed with it's announced change.

    Slugging it routinely used during the course of natural gameplay to apply pressure. You might remember more the cases where you've been slugged for the 4K or something, but how many cases are you forgetting where you've been left on the ground in the middle of the game where the killer has encountered two survivors at once and you've been rescued off the ground by a team mate or something? This happens all the time.

    Slugging is a fundamental tool for applying pressure, when simply hooking the survivor might not be the best option, because it requires another survivor to intervene. Without any incentive for other survivors to come to your aid, slugging, and the dying state in general, is a dead feature. An entire facet of the game deleted just like that.

    For example when a survivor in unhooked and you encounter them again, but you don't want to tunnel, so you hit them and slug them. This gives them a chance to carry on playing, but it applies pressure to the survivors because another survivor has to come and pick them up. That's one fewer survivors on gens and potentially provides you with an alternative target if you're nearby when it happens. This will no longer be possible. Now if you re-encounter an unhooked survivor, you have no choice but to tunnel them out of the game.

    When the meta is camping, tunnelling and slugging for the 4K, it's general mid-game slugging and other such tactics like this that keep 'decent' killers in the game. With all of these tactics being removed, like how Boons deleted hit and run tactics, pretty soon camping and tunnelling will be the only way to win as killer. After all, it's much easier to slug 3 survivors at once within 45 seconds than it is to slug 4 survivors at once in 45 seconds.


    @mizark3 said:

    If this decimates the killer population then good, it is all the killers I hate playing against who want to sweaty 4 man slug with 4 minute bleedouts. Also decimate while colloquially refers to a massive number, actually only meant 1 in 10, as in decimal. The vast majority of Killers will be unaffected by basekit Unbreakable, and very few will be punished by the 45s self-pickup. They might get hit by a 22.5s perked self-pickup, but then learn to just pick up sooner and win their match regardless. Also having a pathetic 4 man Starstruck Nurse be forced to end the game sooner is chefs kiss. Those losers can't drag out the match with the 4 minute bleedouts and will be forced to take the W.

    Unfortunately it's those sweaty killers that will capitalise on this to try and end the game in an instant via the Mori. Also slugging for the 4K will be even more appealing, as you won't even need to hook them. If you're down to 2 survivors and you down one, all you need to do is down the other to instantly end the game. 4K slugging will become the new norm.

    Also get used to killers who keep downing, but not hooking, the last two survivors in an attempt to get their Mori finish for the 20K BP bonus from their offering. It'll be like whack-a-mole, and drag out for ages until the survivors stop getting themselves up.

    It's the decent killers who try to play the game naturally that this will hurt the most.


    Alternatively, if the conditions were inverted, and when and only when all survivors are downed or hooked they gain the ability to pick themselves back up, 4K slugging would be a totally defunct tactic, while natural killer gameplay would remain unaffected.

    @Seraphor said:

    I've made several comments about how I think these proposed changes are godawful, but simply complaining doesn't get you anywhere, so I thought of an alternative or middle ground I'd be happy with.

    Last Stand: When one survivor remains in the trial, you have the ability to Kill them by your own hand. Essentially a basekit Cypress Mori offering. The same changes to the Mori offerings go through, where the offerings simply award you BP scores if you kill the last survivor, and even Rancor. Devour Hope's 5 stack effect now enables you to kill one survivor by your own hand.

    This is overall more of a nerf to killers, but it still reduces the toxicity of Mori's, and it doesn't remove player agency from killers and doesn't come with a system that requires basekit Unbreakable to function.

    Basekit Unbreakable: When all survivors in the trial are downed or hooked, survivors in the dying state have the ability to pick themselves up. Once one survivor has picked themselves up from the dying state, the effect is disabled for the other survivors.

    This allows one survivor to get up at a time, and potentially recover from an otherwise hopeless slugging situation. If that one survivor is downed again, then the effect activates again and one of the other survivors can get back up. This prohibits the "4 slugs at 5 gens" tactic, and if the killer attempts to slug for the 4K, then when he finds and downs the last survivor the one he slugged can get themselves back up again. This does everything that survivors are saying this new system fixes, without making general slugging through the natural course of the game a prohibitive tactic, and isn't so extreme as to require the rework of all perks that interact with the dying state. It still allows slugging to be employed as a method of applying pressure, with a safeguard to protect against obnoxious use of it.


  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3203019#Comment_3203019

    How is it strong if all the information it gives is free for SWF?

    Auras are 100% stronger info than voice comms.

    They're faster, more accurate, and don't rely on the communication skills of your team mates. As such even when I'm playing SWF I'll tend to bring Kindred.


    However seeing as the gloves are off and any and everything can become basekit now, why not?

    Fingers crossed for Deliverance next.

  • Just make Lightborn basekit as it is. Flashlights are toxic and should be removed, just like slugging.

  • I'd prefer this:

    @Seraphor said:

    I've made several comments about how I think these proposed changes are godawful, but simply complaining doesn't get you anywhere, so I thought of an alternative or middle ground I'd be happy with.

    Last Stand: When one survivor remains in the trial, you have the ability to Kill them by your own hand. Essentially a basekit Cypress Mori offering. The same changes to the Mori offerings go through, where the offerings simply award you BP scores if you kill the last survivor, and even Rancor. Devour Hope's 5 stack effect now enables you to kill one survivor by your own hand.

    This is overall more of a nerf to killers, but it still reduces the toxicity of Mori's, and it doesn't remove player agency from killers and doesn't come with a system that requires basekit Unbreakable to function.

    Basekit Unbreakable: When all survivors in the trial are downed or hooked, survivors in the dying state have the ability to pick themselves up. Once one survivor has picked themselves up from the dying state, the effect is disabled for the other survivors.

    This allows one survivor to get up at a time, and potentially recover from an otherwise hopeless slugging situation. If that one survivor is downed again, then the effect activates again and one of the other survivors can get back up. This prohibits the "4 slugs at 5 gens" tactic, and if the killer attempts to slug for the 4K, then when he finds and downs the last survivor the one he slugged can get themselves back up again. This does everything that survivors are saying this new system fixes, without making general slugging through the natural course of the game a prohibitive tactic, and isn't so extreme as to require the rework of all perks that interact with the dying state. It still allows slugging to be employed as a method of applying pressure, with a safeguard to protect against obnoxious use of it.


  • @D4RK1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3201521#Comment_3201521

    Throw the match? what do you mean? Do survivors get a multiplier bonus for how many Survivors make it out? No. Does the Steve also get to "win" if the Survivors "win the match"? I'm sorry, but it seems like you're believing I'm talking about competitive play with some sort of cash payout for the winning team, but I'm just talking about playing the game. The reason Tunneling is toxic is because that Steve is not going to get to play and is not getting much BP out of the game and is probably losing a Pip for Survivor Stages.

    What they mean is making camping and tunnelling more costly for the killer.

    If camping/tunnelling results in a scenario where the killer can only secure one or two kills, ergo not 'win', they'll be less inclined to do it in general.

    The fact that the one survivor getting tunnelled isn't having a good time is a moot point when the incidence rate of tunnelling in general decreases as a result.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3201478#Comment_3201478

    Except that the dev blog literally states these changes aren't going into 6.3.0. This is literally the time where bvhr is putting changes on the ptb that aren't going directly live.

    Will BHVR likely completely can the system, probably not. But there's a bigger chance that we'll see more drastic adjustment to the system based on feedback since it's not going immediately live.

    People should leave feedback, but I think calling this the worst ptb when the devs are trying something new with the ptb is a bit much. I would enjoy the devs using the ptb to experiment with more changes. Imagine if Billy rework (especially those release addons) went through multiple iterations before going live.

    Though we'll have to see what actual adjustments get made to these systems in the future. I would rather the devs do more of this experimentation as long as it means they are going to make more iterative changes.

    *Yet

    They're not going live, yet.

    Just because they need more time to iron out the kinks doesn't mean they're prepared to scrap it.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3201400#Comment_3201400

    People have a misconception that if the devs don't make changes based on feedback they aren't being considered. You also have to remember the ptb is generally ran for a week with a smaller playerbase size than live with content coming out 2 weeks after the ptb ends. Not a lot of time to make drastic changes to stuff and even then the devs do make adjustment to perks and killer powers based on ptb feedback.

    The difference here with the mori/slugging changes is that these are not slanted to go live in 6.3.0. Meaning the devs have much more time to gather feedback from the ptb and make adjustments for a future ptb. Since this is something the devs generally don't do, I would be shocked if we saw 0 changes from this ptb to the future ptb regarding the mori/slugging changes.

    It's pretty refreshing to see the ptb be used to experiment with changes.

    The issue is, no new feature has ever been tested in a PTB and not made it to the live game before. Tweaks here and there sure, but never just scrapped completely, which is what needs to happen here.

    Nobody has asked for forced Mori's, it robs killers of agency and prevents you from scoring your final hook.

    Basekit Unbreakable is only necessary because of the forced Mori's.

    All of the perks that interact with the dying state need to be changed because the dying state will no longer effectively exist.

    It's a snowballing of heavy handed fixes to account for a new Mori system nobody wants, yet the amount of dev time that's going into it will likely result in a sunk cost fallacy forcing it into the live game anyway.

  • @RoastedGarlic said:

    https://forum.deadbydaylight.com/en/discussion/comment/3201348#Comment_3201348

    Because killers started slugging for 4k at 5 gens. This helps combat that to some degree. Killers brought this on themselves. This change won't effect good killers one bit though unless they play twins. Hopefully twins gets a rework sooner than later.

    First off, basekit Unbreakable has not been proposed to deal with killers who slug for a 4K, it's specifically only required due to the new forced Mori system, because without basekit Unbreakable, this Last Stand mechanic would utterly destroy the flow of the game, it would make slugging more profitable than hooking.

    Secondly, this doesn't dissuade killers from slugging for the 4K, if anything it encourage it. If killers can get a couple of survivors downed quickly, and they know the others are close by, they can then try to down the other two in order to instantly end the game without a single hook. Even at end game when theres two survivors left, it's much more appealing to slug one survivor and then find and down the other one, 45 seconds is long enough to make that possible in more situations.

  • @SuzuKR said:

    Also before someone tries to bring up that this is in response to the new mechanic where everyone being slugged will auto-end the game no matter what:

    One badly designed auto-kill mechanic does not justify another badly designed basekit self-pickup mechanic. Remove both.

    I'm not sure who is benefitting from the Last Stand mechanic.

    Who asked for forced, unavoidable Mori's? Certainly not killers.

    We won't be able to make 12 hooks, which means our maximum Sacrifice score will be even lower than the 8,400 it is now, while every other category for Killers and Survivors is capped at an accessible 10,000.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3201098#Comment_3201098

    Which is the whole point of a PTB though, so players can actually play around with it and test it and it can be refined from there.

    Nothing is set in stone here, which is why it's not scheduled for the Live build.

    Generally features added for testing in the PTB make it to the live game in some fashion, with the odd tweaks here and there. I'm not personally aware of any major features that didn't, the only scrapped proposed feature that comes to mind is the automatic ban system which was merely mentioned, not actually put forward in a PTB.

    So this understandably has people very worried, considering this new system is a monumentally terrible idea.

    Nobody asked for forced, unavoidable Mori's, not survivors, not killers, and if this restrictive system requires the implementation of basekit Unbreakable in order to function, which effectively eliminates any and all meaningful play around the dying state, with the knock on effect of needing to completely rework all perks that interact with the dying state (which can no longer be called the "dying" state), I have to wonder how this idea ever got this far into development.

    It seems like a snowball of heavy handed fixes to correct for an idea that should have been scrapped long before it got this far.


    This basekit Unbreakable would not be necessary without the Last Stand mechanic, and nobody wants this mechanic. It removes player agency, as a killer I can no longer choose whether I Mori or hook the last survivor. This is effectively robbing killers of a hook, and makes it impossible to score 12 hooks, on top of removing more than half of the pressure that slugging generates.

    Simply making the yellow Mori basekit and nerfing the Mori offerings in some way would be a far more appealing change.

  • "So let me first say that the main reason it looks like these changes have been done is to address a very common survivor complaint (Being bled out) (Slugging for the 4k),"

    This is incorrect.

    It seems that the reason for making UB basekit is entirely due to the new Mori system. Without this change, the new Mori system would be the de fact way to end a game with four downs and zero hooks.

    This new Mori system would destroy the game without basekit Unbreakable.

    This new Mori system that nobody asked for, and most killers do not want.

    I don't want to be forced to use a Mori when I don't want to. You are robbing me of a hook!

  • Further more, even if you play a game absolutely perfectly and only down/hook everyone while there's another survivor up and active... it's now impossible to get 12 hooks.

    Which means the maximum Sacrifice score, which was already only 8400 (out of a possible 10,000) is now even lower.

  • @Ghostofsnow said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200746#Comment_3200746

    Yeah, which is why the basekit moris and last man standing parts of the patch are there too. It leads to good back and fourth and actual risk/stakes for both sides. We all get downed in 45 seconds? You earn that win. You leave a survivor on the floor nearly a minute they get up and reset your kill progress a bit

    Is that fun?

    In exchange for... faster games where everyone dies within seconds and nobody gets to do anything, we lose... any and all interaction with survivors in the dying state.

    There's no incentive to go for the rescue anymore, they can get themselves back up.

    An entire facet of the game has just been hacked off.

  • Deliverance

    If you've been on a hook for 60 seconds then you can manually unhook yourself.

    It's so boring being left on a hook while your teammates ignore you and do gens. Survivors shouldn't have to be bored.

  • You realise that this doesn't prevent the killer 'slugging for the 4k' right?

    If anything it incentivises slugging when there's only two survivors left, because if you down the other survivor the game instantly ends. 45s is still long enough to do that in most cases.

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200505#Comment_3200505

    Trash killers already camp first hook because they're trash at the game.

    The Game is the easiest it's ever been for killer with killers sitting around 61% avg kill rate. If you feel you have to camp in the current climate of the game, that's a skill issue

    *BHVR incrementally removes all recourse for playing killer without camping or tunnelling*

    "If YoU hAvE tO cAmP iTs A sKiLl IsSuE"

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200220#Comment_3200220

    Did you miss the part where killers get basekit mori, regardless of hook states?

    What's to stop a killer from slugging Survivor A, B and C, and then downing Survivor D which triggers the finisher Mori and ends the trial?

    It's easy to see how, without anti-slugging measures in place, you could end up in a very unfun situation.

    What's to stop killers doing that?

    Basekit Unbreakable.

    You can basically only pull that off if you're playing Nurse/Blight.


    The basekit Mori isn't a buff, because it only applies to the last survivor you've downed. If you're even getting to that point, you've already won anyway. It doesn't help you win, it just gives you a fancy animation when you do win.

  • @VoidOfMe said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200626#Comment_3200626

    nah, I think you're judging it by the way you play.

    not really what happens

    I've only played solo survivor since the last patch.

    Killer is no fun any more. It's camp or lose.

  • @VoidOfMe said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200459#Comment_3200459

    you don't, but in almost every game I play as survivor the killer slugs the third survivor for a 4 kill

    and I think most of the people here also go through that on a daily basis

    Nah, maybe 20% of games tops.

    They've just butchered an entire facet of the gameplay loop, invalidating any and all interactions with survivors in the dying relaxing state, in order to counter a niche endgame tactic, which is still possible and works even better.

    There's no reason for other survivors to come to the aid of a survivor in the dying relaxing state any more. That's half of the pressure of slugging gone. Slugging as a pressure tactic is one of the things that makes not camping and tunnelling viable. Have fun being camped even more than you already are.

    Remember when the last update was meant to make it easier for killers to win without camping and tunnelling but instead it just led to more camping and tunnelling? Yeah, it's that all over again.

    Decent killers are being driven away and leaving only the ######### behind.

  • I'm also wondering if I'm gonna get sick of watching the Mori when virtually every single games ends with one...

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200399#Comment_3200399

    This is absolutely the biggest buff for bully SWFs. Imagine knocking someone to the ground, and immediately hearing a sabotaged hook falling to the ground, and realizing the survivor can pick themselves up before the only hook in range is reformed. Imagine Breakdown creating giant safe havens for survivors, because killers aren’t allowed to leave survivors slugged anymore.

    So I guess it's camp or lose huh? What a fun game.

  • I don't see how this is healthy in any way.

    Will you still be laughing when you're camped out every game because killers now have even fewer tools to apply pressure?

  • So the upside is slugging the third survivor is now meta? I thought that was what survivors hated?

    I don't slug for the 4k, but it's nice to know that playing nice is now not only punished but completely invalidated.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200407#Comment_3200407

    Agree, Killers just straight up to hook them because Unbreakable basekit. And because of that, with self pickup, teammates dont have any reason to go pick them up anymore. This breaks alot of game strategy (eventhough I agree slug for 4K should be removed).

    They could simply add an option for downed survivors to self-kill if they're 30sec on the ground, when 2 survivors are dead.

    It completely invalidates an entire facet of the game: any and all interaction with a survivor in the dying state, for either other survivors or the killer. It's such a terrible idea.

  • @HugTheHag said:

    I think 45s is good.

    You shouldn't prevent someone from playing the game by leaving them on the ground for longer periods in my opinion.

    Then what is the bleedout timer there for? It's a threat to the survivors, that applies pressure to the team to go to their aid and get them up.

    If you can't handle being slugged for 2 minutes, then they should implement a suicide option instead, not an invincibility feature. A dying survivor is no longer a dying survivor.

  • @mischiefmanaged said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200338#Comment_3200338

    Pretty much this.

    They're just really trying to remove any of the team parts of the game. There's no reason to get off of a generator to pick up a slug. Especially if the slug is running unbreakable. It would literally be faster for them to pick themselves up than for you to run over there and heal them!

    When will Deliverance be basekit?


    Around the same time as NOED maybe?

  • This is awful for BOTH SIDES.


    There is loads involved with going for rescues of survivors on the ground. A ton of perks that involve quick recovery or bonuses for picking up downed survivors. Positioning for flashlight saves. Baiting a slug so your team mates can go for the rescue or get themselves up with perks.

    There's now no incentive to go to the aid of any survivor when they're downed. This invalidates an entire aspect of the game, which frankly should have been apparent when they realised they'd have to completely rework about 5 perks in order to make this work.


    Likewise for killer that's strategy involved in slugging, you're using that slug as pressure or bait for other survivors. It takes time to go for the rescue, so you're still rewarded for a down even if you don't hook.

    Killers have now lost a ton of pressure with no incentive for survivors to rescue their team mates. This should come with another 30 second extension to gen times to compensate. 2 minute gens here we come.

  • @get_barted said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200220#Comment_3200220

    I didnt see any nerfs for killer. What Nerf is coming for killer?

    You can no longer choose when to Mori.

    You can no longer slug, unless you're a Nurse with double range and wall hacks.

    Decisive Strike is now guaranteed. I guess now it deserves the 3s stun.

  • Wow what an absolutely terrible idea.

    I could understand it after 2 minutes, but 45 seconds? That's nuts.


    Edit: So it's just to allow this Last Stand mechanic to work. Seems like it would have been healthier to rework the Last Stand mechanic than this.

    This is completely invalidating huge parts of the gameplay loop. Hell slugging might just become a meta tactic now. It's all or nothing. Nurses will be able to finish games within literal seconds, while try hards going for that 20 second game will be caught in an endless slug-pick-up loop.

    None of this sounds fun for either side.


    It's like when you tried to make it easier for killers not to camp and tunnel but accidentally made it even easier to camp and tunnel...

  • I'd also go with glitch.

    I often see the wrong rarity on perks in the endgame screen, likely due to players leaving the match before you get there. This just looks like it's failed to assign any rarity value. The weird values in the descriptions being the variable values.

  • I don't know why people are debating the 'state of the game' in general as a reason for this when Otz even specifically mentioned his reason is based on cheaters and snipers, which by and large only affect big streamers on a regular basis.

    Debate the state of anticheat and the ban system by all means, but there's nothing about game balance in there.

  • @blue4zion said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186957#Comment_3186957

    I absolutely can't stand this when they decide to make bugs a feature.

    Hey, it's one less bug to fix...

  • Should the game be over before it's over? Absolutely not.


    It might be a freak outlier but I have turned a game like this around before.

    2 man SWF plus what we assune was another 2 man SWF against Clown on Lerys.

    Clown got decent early game pressure and after some poor hook rescues turning into hook trades from the other survivors, one died on hook and the other DC'd.

    Me and my friend continued, each completed a gen shortly after the other two left the game then proceeded to play semi-immersed so that we could evade the Clown and gradually work on gens. Got caught eventually but ran the killer, and even escaped a couple chases, buying each other time to do gens, and we escaped.

  • @RonMan32 said:

    I do think the tunnel vision of killers is a huge mechanical choice so I respect not adding a slider. Too many stealth plays that happen like a every other survivor game basis wouldn't be possible with a greater FOV. I oppose an FOV slider and support the devs in that call.

    BUT I think people who REALLY want increased FOV should get it. I think Shadowborn should stack with Monitor and Abuse and I think Shadowborn should be increased significantly. But I do think you should still use a perk slot for it, if you're gonna completely kill near killer juking stealth the cost is a slot.

    I get why people think it's silly making a video setting a perk, but it's really mechanically necessary. People who favor stealth survivor builds would stop playing the game if they added a slider. The tunnel vision is mechanically important, I'm sorry people get motion sick, hopefully Shadowborn gets a buff and they allow it to stack with an also buffed Monitor and Abuse.

    Hell maybe Shadowborn should just unlock a slider so you can still pick specifically what you like. "Shadowborn FOV" under settings. But you gotta spend a slot, it's not just an accessibility thing it's a tangible advantage.

    Being able to juke a killer by crouching in front of them should not be a thing to begin with.

  • I've yet to complete it. Best I've managed is three stuns, one each of either pallet/head on/blast mine/decisive.

    No matter what, killers always avoid a repeat of a given stun method and usually either slug or dont bother kicking gens so chances are I'm not getting a decisive and a blast mine in the same game.


    When I play killer? it's usually for dailies or googing off. Once I've acheived my objective of whatever daily/challenge I'm doing I tend to go easy and let them get their stuns in.

  • Killer adept is easier after reset because it's much easier to score a merciless at Grade Ash IV. However reset also comes with sweaty matches as everyone rushes to gain grades again.

    Once you gain some progress and creep into higher grades, it gets progressively harder.

    Survivors just need to escape, and now that grades aren't tied to matchmaking or skill in any way they don't impact them at all. So survivors can adept at any time.

  • Not only is it 1 killer for every 4 survivors, but more people play killer now because "Solo Queue is unplayable" and thus there are more people playing killer in order to experience just how miserable it can be as killer sometimes.

    "Sometimes" being the operative word. Killers still 'win' a lot of their games, as in, get at least a 2K and a boatload of BP.

    Funny thing is though, Solo Survivor isn't that bad if you're actually a good survivor and don't rely on team chat and second chance perks to get by. Play smart and cautious, do gens, and you will get to end game and likely escape a lot of your games. The thing is, if you don't win, you lose, there's no such thing as a draw' for survivors, you die or your survive, so it can be more disheartening.

    If you just accept that sometimes you will lose, neither side is all that bad to play.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/346377/virulent-bound-for-map-mobility

    I think someone did the math that you only save about 2s with both chained bounds, but then might end up with no charges left to do something about survivors you might find and need to recharge both bounds. BUT it helps you a lot to get back into a chase when a survivor vaults after a hit or palette stun etc. and it also helps you to quickly reposition your point of pressure, so it can be a beneficial a lot to you to chase survivors off a distant gen etc.

    2s might not sound like much, but that's 8.3 meters.

  • Dredge and Nutcracker David trump every other option on there tenfold.

  • I'm lucky if I can get one Blast Mine stun, the timing following the latest changes, and the fact that all the gens are typically done by the time i recharge my second mine, means I almost never get a second stun out of it.

    Head On is the same, after my first Head On stun, killers dance and bait every locker.

    Decisive Strike also works, but I keep getting slugged.


    6 games in a row now that I've got 3 stuns before either getting sacrificed or escaping with no recourse for a 4th stun. Sometimes I'm cursing the killer for dancing around my Head On play or refusing to kick my gen, or leaving me slugged while my DS ticks down. Other times I'm cursing the other survivors for using all the pallets or completing the final gen before I can activate my Blast Mine.

    This is a painful challenge to complete.

  • This is like saying "is doing gens throwing" when it results in a 3 gen.

    You don't know that you're forming a 3 gen, and you may not be, but gens need to be done either way. Every action has the potential to lead to an unfavourable condition later in the game with an uncoordinated team.

    If you're running Inner Healing, Overzealous, Clairvoyance, etc. then the results of cleansing could be worth it. If the killer is running Pentimento, then its your responsibility to remember which totems you've already cleansed and redo them. Ignoring all totems on the possibility that the killer might be running Pentimento is being overcautious.

  • @Bot_Salvo88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3181284#Comment_3181284

    So you're saying that a Bubba facecamping everyone is as skillfull as a 12 hook game.

    That's a problem with Bubba/Camping, not with MMR.

  • It's actually not a bad system, for killers. Number of kills when averaged over the course of dozens of games isn't too far off being a decent gauge of skill.

    For survivors however it's too unreliable. An escape isn't necessarily earned and a death isn't necessarily your fault.

    The idea of having survivors share MMR gains for a game wouldn't be too bad, but the problem is how you to factor in the escape of another survivor in your game if you died first and leave it to queue for another game before they escape?

  • New bonus score event: when hooking each survivor for the first time, you score an additional 500 BP.

    Replicates the same incentive old BBQ had and makes up that extra potential 2k to reach the new 10k cap.

  • Hex debuffs should always be telegraphed, otherwise survivors don't know to counter them by cleansing the totem.

    Not having it displayed until the survivor is actually effected by it however is in the killers favour, so that they get some use out of it.

  • @malibu_barbie_26 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3177657#Comment_3177657

    Last time I checked with old hatch and key you had to complete 3 gens in order for hatch to spawn w 2 survivors alive or do all or 2 gens with 1 survivor left alive. Doing gens is apart of the survivors objective and you had to earn the hatch to spawn by doing gens and participating in the game. Again my beef isn’t with camping or tunneling it’s giving survivors options outside of “just do gens” when you are left in a 3v1 gameplay early in the game (often by face camping). Survivors need more escape options as a 3v1 is just a 4K waiting to happen and everyone knows the game gets stalled on the survivor side once that 3v1 wall is hit and progresses very fast on the killer side. This game is about strategy and taking options (on killing or surviving) away from either side has left this game feeling like a ghost of what it was 2 years ago, at least from my limited survivor perspective.

    Uou hide in a corner. Your team mates do 3 gens and get themselves found by the killer for it. You get to escape for free.

    Sorry no, I don't agree.

    It was absolutely hopeless as a killer when you're in the middle of a game, still defending gens, when suddenly the game just ends because the remaining survivors found the hatch. There is no counter to that.

    More escape options are find, but you make it available after the exit gates are powered.

  • I don't want to have to play a certain killer, or run a certain perk, or change my behaviour whatsoever, just to do a challenge that I'll only ever have to do once anyway. BHVR should just give me all the BP and complete the rift for me, I shouldn't even need to play the game, seeing as it's such a miserable experience.

  • Old hatch mechanics was survivors escaping without completing their objectives.

    Camping is the killer fastracking their objective.

    They are not the same.

    The survivor still got found, downed and hooked, which is the killers objective loop.

    How many times does it need to be said that survivors are not entitled to every hook state. The game isn't "get hooked twice but not three times." You're supposed to avoid getting hooked entirely.

    There are counters to camping, and there is more they can do to make camping more costly for killers. Thats what they need to do.

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/3177564#Comment_3177564

    I don't get paid a yearly salary to figure it out. Pay me and I'll figure it out for you. But these things can be fixed.

    Here is my first suggestion :

    1) Downed survivors should NOT be able to see aura of teammates. Crawl around to safe spot, wait for someone to come get you. But this aura reading is being abused by troll snitches and also Killers who want to slug and recruit survivor to help them. This helps stop the snitch problem that both Killers and Survivors are doing.

    2) Add option to disable spectating for my character. I've been victim of troll SWF's far too many times by one of them being dead, and telling the other one what to do. I have a recording of a small Twitch streamer who was in an SWF, and I was solo Q matched up with them, and I saw the vod. One of the dead survivors on our team was her friend in a Discord with her, and he was telling her where to run to sandbag me over and over. "He's behind that wall, no no, go that way" etc... and she would ask "Where is claudette!" whenever the Killer was on her.

    3) We need to remove the incentive for survivors to try and work with killers... so.... start punishing Killers who are breaking rules by playing Dungeon Master and trolling certain players, or favoring certain players over others. Killers job is to kill everyone. The end.

    I mean, I'm not being paid a salary to figure this out, but it CAN be figured out. Many other games have fixed their issues.

    1 and 2 are used by survivors to coordinate and help each other more than they're used to troll. You have no idea how much harder you're making it for survivors by removing these.

    You're ultimately complaining about other players being dicks. There's no solution for that. Report and move on.

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