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Seraphor

Seraphor

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Seraphor
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  • @deckyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3143140#Comment_3143140

    okay. help me understand what scenario you're describing here, because in my mind there's only two situations at play here and you don't seem to be thinking about either of them.

    a) if the killer is camping the hook and not going after other survivors, then reassurance usage isn't trolling, it's countering and punishing through consistent and valuable perk usage.

    b) if the killer is not camping the hook and going after other survivors, and the survivors are spamming reassurance to troll someone, the killer is not camping and is trying to actively pursue the other survivors, therefore leading to hits downs and a game end

    what's the angle that i'm missing?

    You can't guarantee that the killer is going to progress and end the game quickly. It's a two-way street, survivors need to make themselves targets in some way to give the killer and objective to follow, and then the killer needs to be able to outplay those survivors.

    What if the killer is on one side of the map chasing a survivor, but failing to down them. Meanwhile two other survivors are playing immersed, tag teaming the hook with Reassurance. (Two survivors with Reassurance can hold a hook state for up to 60 minutes) Whenever the killer drops their futile chase to come back to the hook, he can't find anyone, because they're hiding, so he patrols and eventually finds the slippery survivor again, and repeat.

    Placing all the blame on the killer is absurd when it's the survivors who are triggering the effect. That killer could be trying and failing to down another survivor for 5, 10 minutes, meanwhile the survivor on the hook is trapped there, unable to play or leave the game without DCing.

  • @EvilSerje said:

    I agree, it's not every camper, but majority of them (at least on my MMR/server). But I really inclined to think that giving abusive unhealthy tactic to "downtrodden" killers as consolation prize is not healthy:

    a) it will be abused by others, ofc, but besides that:

    b) it won't force killers to develop skills

    c) it is unfun behaviour for all participants (at least 4 of 5), and in computer game everything should be fun (that's the idea, right). I'm not talking about "I'm losing, it's not fun, that on is personal"

    Let's take survivor, for example. Extremely frustrating experience unless you're many-thousand-hours god-looper. (I have 1200+ and playing survivor is still can ruin my mood). And yet there is not any "consolation prize" for survivor. Like "Ok, you get downed every 5 seconds, here's invulnurability till the end of match, bud". It sounds absurd, right? But for the killer it's turning off most of protection perks in endgame, camping/tunneling, etc. No, for survivor you have to git gud, because there is no other option. And I think THAT IS what should apply to BOTH sides. Forcing killers to git gud. Just by removing cheese option. Like it is not existed in DbD like AK-47s and rocket-launchers for survivor.

    Look, you can't saw survivor in half with chainsaw right away, right? He first go down, then you hook him, if he unhooked you need to down him again, hook again. Ridiculous, right? In real life the moment survivor on the floor, I'd saw his limbs off. That is "game convention".

    So for the same reasons devs should just remove ability to camp, under same game conventions.

    Yes, it will be painful at first, but will drastically improve killers skill, which is great in long term. Because now no reason to develop if it's fine as it is. That's our human nature.

    TL;DR

    Patting new/bad killers on a head and giving them a cookie to not being frustrated is very bad. Throwing in a middle of the lake to teach them how to swim much better (exactly like survivors are thrown).

    Camping and tunnelling isn't a "consolation prize for downtrodden killers" that needs to be kept in the game to 'keep bad killers happy' or anything like that.

    It's a valid tactic with a cost-benefit consideration. You sacrifice all of your gen pressure to defend one of your objectives, the hooked survivor. The fact that it's "unfun" for some of the players isn't the main issue. If a survivor is on the hook they've effectively already lost what is an elimination game. It's the survivors job to not get hooked, failing that, it's the job of survivors as a team to work together to stage a hook rescue. That's the game you've signed up to play.

    You're still conflating 'facecamping at five gens' with 'all forms of camping'. One is contextually toxic, the other is a wide range of player choices and behaviours that can be justified at any moment for a range of reasons, usually reasons provided by survivors actions. e.g. you hook a survivor, and you immediately see another survivor approaching for an unhook.

    The problem is that the cost-benefit equation isn't well balanced, leading to early game camping being inherently less risky than not camping in some scenarios. It's all about what the killer has to lose. If they feel they're going to lose five gens anyway, then they're more inclined to protect their one kill.

    Camping needs to be more costly, particularly where it comes to gen defence. So the TC's idea isn't terrible, maybe needs some numerical adjustments, but the idea is sound. The main counter to camping is doing gens, so make gens go quicker if killers choose to camp and tunnel. This maintains camping/tunnelling in dire scenarios or at end game as a valid tactic.

    Meanwhile the perks I mentioned in my last post being stronger/meta would serve to make not camping less costly. Thus balancing the cost-benefit equation, and reducing camping.

  • @EvilSerje said:

    I'm sorry, but your idea is very wrong in it's basis. You think that campers and tunnelers do this because otherwise you can't win. They do it because it's easy cheap cheesy tactic, where you need zero skill and don't need to lift a finger to win. You can give trillion reasons to play proper (and I know, some will immedieately cling to the word "proper": by "proper" I suggest tactic that allow to compete with strong teams, because strong teams will wipe floor with camper/tunneler killer, therefore camping/tunneling is a dirty way to prey on average teams with zero skill development).

    We now have tons of perks that benefit from macroplay (MYC, Grim Embrace, BBQ, etc). Cooldowns, breakanimation, genspeed, all were tuned in favor of the killer. Did it made stupid tactic less frequent? Quite the opposite.

    The changes have to come from devs, that is you right, but it have to be changes that deny cheesy tactic. Just so it no exist. Not inducing "NOT CAMPING", but completely punish "CAMPING". That's the only way it will work, sadly.

    Reassurance is a great step, but sadly just a bandaid. It need to be basekit, like BT.

    Btw, haven't you notice, at least every second camper/tunneler will be super toxic, BMing, hookslapping, etc. Carrots won't work, only sticks.

    That's not every camper, and not every case of camping or tunnelling is unwarranted. What you're referring to is a very specific form of camping/tunnelling and in order to 'punish' that with your stick you will inadvertently punish all other killers too.

    As always, although there are killers who will camp and tunnel no matter what because as you say, its a cheap an easy tactic, there are also killers who do it because they feel powerless otherwise. I can tell you've never gone up against seal team teabag with their hook denial and 3 gens in the first chase before.

    So carrots are absolutely an effective tool, they won't stop all campers, it's not the only thing that needs changing, but they will reduce the amount of camping. After all why do you think instances of camping and tunnelling increased after the patch? It's not because those killers 'would camp and tunnel anyway', if that was the case, they would have been doing it already.

    Killers actually lost a ton non-camping/tunnelling perks in this last update. BBQ is no longer an automatic pick for the BP and it's tangible features aren't enough to make it meta, Ruin was nerfed to uselessness, and Pop is not the best gen kicking perk anymore. Pain Res lost it's most healthy feature (info) yet still maintained it's most toxic feature (DMS synergy). All of those perks required you to leave the hook and interact with other objectives to get value out of them. Instead we have a meta of Call Of Brine and Overcharge or Pain Res, which gains no special value out of healthy hook play, so has no baring on whether or not a killer camps or tunnels.

    MYC is still a great perk, but it's not so useful on low mobility killers. Grim Embrace is a joke, you cannot be serious.

    We absolutely need more perks like these though, and the important thing is that they are made the more effective choices due to their requirement to make and leave hooks. Ruin and Pop need to be better choices than Call of Brine and Overcharge, so that killers are rewarded for leaving a fresh hook to pressure gens. Pain Res would be far better if it lost some regression value in exchange for the info it used to give you, and BBQ needs something else going for it, maybe something that rewards hooking different survivors like it used to.

    Ultimately though, Reassurance will be a game changer. Similar to DS, the mere risk of it being in your game is going to have a deleterious effect on the amount of campers. After all why commit 30s to camping if a survivor can come up and turn that into 3 minutes just like that?

    Kinship could do with some buffs to bring it closer in line to reassurance, that way you then have a generic perk that can be used in it's place.

  • This has been suggest before.

    The issue is that killers can still tunnel without impunity, and farm those first 8 hooks from one weak survivor, then hook the other three once and get instant kills.

  • Being in a locker is "using your power" so yes it charges nightfall.

  • There's a clear route to the end for either killer or survivor.

  • @Man_of_triangles said:

    At least a third of the killer roster was explicitly designed around camping.

    No, they weren't designed around denying unhooks. They're designed around rapidly returning to the hook to go for the rescuer.

  • Removing the penalty for unhook attempts to make them viable is a great idea.

    I'd be on board with extending default hook stage times, though not sure if 90s would be too much.

    Guaranteed unhooks after the first stage however is a no from me. This completely removes any threat of dying on first hook. Your team mates will no longer need to put themselves in harms way to rescue you. Leading to a status quo of survivors routinely waiting out their entire first hook (now 90s?!). Get ready to be camped by your own teammates, hope you enjoy hanging on the hook while the other survivors repairall the gens!

    Just because you have 3 potential hooks in you, doesn't mean you're entitled to get all of them. If you die on first hook that's a failure of your team to rescue you, and a failure on your part for being hooked in the first place.

  • If a killer downs a survivor, but cannot put them on a hook, what are they going to do with that survivor?

  • The point of both Kinship and Reassurance is that it requires another survivor to engage with the camping killer to activate it.

    The main counter to camping is doing gens. If you want to prolong a hook state by that long then you need to sacrifice the potential gen progress by taking a survivor off gens.

    This would be busted with a SWF as they could coordinate to prolong the hook state and smash out 3 gens at once.

    The only buff Kinship needs is to be active in both hook states, and some kind of indicator that the hooked survivor has it. In this way it's simply the same skill used by different parties. Kinship by the hooked survivor, or Reassurance by the rescuer. Similar to BT/OtR.

  • Killers are present for the entirety of the match and are always interacting with some kind of objective, even if it's just a chase. Meanwhile survivors can be skulking around evading the killer and not accrue any points for a while.

    Killers gain their main objective through increments, each down, each hook, each sacrifice. Meanwhile if a survivor doesn't escape, they lose out on a whopping 7000 BP, it's all or nothing.

  • So killers will just slug instead.

    You could use Breakdown and Boil Over, but again, if a killer encounters this, they will slug.

  • Can you please stop ragging on map offerings guys? You're making Mirror Myers cry.

    If anything maps should be killer only offerings. It is after all the entities realm.

  • @Emeal said:

    https://forum.deadbydaylight.com/en/discussion/comment/3140107#Comment_3140107

    I rarely play him now cause hes so weak and you want him even weaker? 😫

    Tbf his TR should be at least the range of his attack.

  • I'm mid MMR and haven't seen a Nurse in weeks.

  • @Patchouli_Knowledge said:

    https://forum.deadbydaylight.com/en/discussion/comment/3135337#Comment_3135337

    Actually everyone should know where it is. Cleansing totem has the noise notification bubble for everyone.

    Only Hexes

  • I don't know where people get this idea that Prove Thyself is a 30% buff to repair speeds.

    Not only is that value merely one of It's potential adjustments, It's not a "buff", it negates a penalty in some situations, to some degree.

    If you're repairing a gen solo, you get nothing out of it.

    If you're repairing a gen with other survivors, you're still less efficient than repairing a gen solo.

    Yes it can be used well when coordinating with other survivors to finish off a problematic gen quickly, but even that isn't something you're getting value out of the entire game. It's comparable to a toolbox, probably a yellow one at that. A brief moment of faster gen speed, and it's up to you to use it effectively.

    The reason it sees a significant amount if use is because survivors are often forced to work on gens together, in order to counter or prevent 3-gen scenarios.

  • I could see this idea being used for a perk.

    For example: when the final gen is repaired, a random repaired gen will be reduced by 30/40/50% depending on if there are 2/3/4 survivors remaining in the trial.

    That doesn't seem too strong to me. Kinda like Deadlock/Merciless but built for a pseudo-endgame scenario, with the potential to disrupt a survivor sided 3-gen set up.

  • Thanatophobia was perfectly balanced before the midchapter patch.

    5/10/15/20% was a decent amount for 80s gens, and it already had the self limiting factor that decreases it's potential as survivors are eliminated or recover.

    It just didn't need the 0.5% buff, it needed a nerf to 4% to counter the increased gen times.

    That would have been absolutely perfect. 4/8/12/16%, bringing it in line with Gift of Pain.

  • I run Kindred even in SWF, it's absolutely more powerful than voice comms, and too strong to be basekit.

    I'd say basekit needs simething like a ping system that gives the equivalent of killer instinct for survivors. Which gives a direction but not as precise as an aura.

    Also a rework of maps/keys to make them more effective, and make aura reading more accessible without necessarily needing a perk slot for it.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3138458#Comment_3138458

    Making all the hooks into scourge hooks would definitely be a buff. It's really dumb that you get +4 scourge perks for the first perk and do not get +4 for the second perk unless you bring Monstrous Shrine.

    I mean I haven't counted how many hooks are on a given map, but I imagine once you're around 8 hooks in you're going to struggle to find scourges. So it's not 100% buff, though probably a net gain for the early game value.

  • That's not actually a bad idea. Providing all hooks start scourged as you said. It gives killers more freedom at the start of the game to get set up value out of scourge perks, then becomes resource management towards the end, potentially limiting the use of scourge perks the more ground the killer gains.

    I wouldn't even say it's specifically a buff or a nerf as it's entirely contextual.

  • Winning is fine, winning against clearly inferior/handicapped opponents isn't. If a survivor DCs or someone gets eliminated right away because no one rescued them, the rest of the game is worthless.

    What I tend to care about most is objectives, including dailies and challenges.

    If I need to kill x obsessions then that's what I'll consider a win, or ifvI need to escape as x survivor then the escape will be the win. But if my objective doesn't centre arounds kills/escapes then neither does my win condition, and simply getting 8 hook with no kills can be fine.

  • Because I don't take it too seriously.

    Because I'm not a sore loser and expect to lose roughly 50% of the time.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3137570#Comment_3137570

    Great. They called them legitimate strategies. What on earth does that change?

    it's clear that pretty much every survivor player hates these strategies. For the most obvious reasons. They are so unfun to go against, and are simply very unhealthy for the game. And it's perfectly backed up by the fact that the average killer queue time is a bit problematic at the moment. The game simply doesn't have enough survivor players.

    So ignoring these complaints is not going to do you any favor. BHVR can call them legitimate as often as they want to, it won't change the fact that they are insanely frustrating to go against, are extremely unhealthy for the game, and are clearly driving too many survivor players away from the game.

    Of course the claims of this game dying are beyond exaggerated. But it still isn't good for the game at the moment, to have a clear imbalance of players.

    I would also guess the reason they said that camping and tunneling were legitimate strategies is because people reported killers for those strategies. So that it doesn't even really have to do with whether they are good for the game or not.

    Killers also hate body blocking, flashlights, pallet saves, DS, hook sabotage, etc. When are we going to address those?

    Very unfun to go against, results in total denial of hooks, preventing the killer from acheiving their main objective.

    This is a pvp game, your not supposed to enjoy it when the other side win. Your supposed to play well enough that they don't.

  • Sadako's condemned mechanic isn't at all threatening.

    On most maps, you can get by without ever touching a TV or getting cursed.

    On maps like Midwich, oh no, now you have you move a tape once or twice.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3136703#Comment_3136703

    we've never said you get Auric Cells with Prime. Rumours are abound constantly, which is why we advise players to only listen to our official communications.

    Quick question: why would you make sharing codes against forum rules then specifically release codes for cosmetics people are likely to have already?

    You could have claimed releasing an existing cosmetic this way was to foster community interaction, but instead went and made a rule against it...

  • I'm running We're Gonna Make it and have 20 seconds left to give someone a rapid heal while you're selfcaring for an hour.

  • I'd kinda like a Candyman chapter, where both the killer and survivor are Anthony. Legendary skin for Tony Todd's version of course.

  • Ruin, Pop and old Pain Res were absolutely the best regression perks to run, mainly because they required killers to actively progress and engage with the game, and minimised camping.

    That's the reason the new regression meta feels oppressive, because killers can just kick gens back to back without any other qualifiers, essentially bringing the game to a standstill.

  • Thana was already a decently balanced perk. It has dimishing returns or a self limiting factor in that each sacrificed survivor reduces your potential slowdown.

    It just didn't need the 0.5% buff, that did more psychological harm than anything.

  • Maybe it's because everyone complained about exclusive skins being locked behind a separate subscription service?

  • Prove Thyself only cancels out (except not quite) the 15% coop penalty.

    It's still more efficient to do gens separately than together.

    You want survivors in the same place, if you nerf Prove Thyself, survivors split up. You can't defend multiple gens at once, suddenly 3 gens pop at the same time and you can't stop it.

    From a killer main; Prove Thyself is not a problem.

    @ChurchofPig said:

    https://forum.deadbydaylight.com/en/discussion/comment/3136206#Comment_3136206

    and make it not work if you aren't on the gen. Seriously, being able to sit next to someone on a solo gen and have the gen go by faster without you actually doing anything is also ridiculous.

    And also 85% less efficient then just getting on a gen yourself!

  • @Laluzi said:

    As someone who does/did this a lot? Because tanking your MMR eventually makes the game not fun. Matches where you can fool around and still win are fun, but there's a sweet spot and you will eventually go past it. Going up against newbies and getting those 8 hooks at 5 gens after a whole host of 15-second chases is boring and depressing. Probably isn't any fun for the people you're going up against either, even if you do let them live.

    I would have agreed with you back in rank-based matchmaking, when it'd hold your rank in stasis, but in kill-based matchmaking, you have to periodically play serious in order to keep yourself in a fun MMR. It's also impossible to get past iri 4 this way.

    Also, while most survivors are happy to fool around and escape, and it's more honey than the usual vinegar, you will still get salt for "wasting my time", "just play the game", "I don't want your pity", etc. Can't please everyone, so you may as well play the way that pleases you (as long as that's not gratuitously being a dick.)

    This is why I tend to aim for the "1k or 3k."

    When a game is going well, I'm getting all my hooks and survivors are still getting gens done at a reasonable pace, I'll get everyone to 2 hooks, ease off, then kill the obsession once the exits are accessible. This signals to the others that they need to try and escape (even if I have no intention of actually killing the rest).

    When I overwhelm them, then I end it as fast as possible and give hatch.

    This averages out my MMR and keeps me roughly static.

  • Maybe not everwhere all the time, but another accessible way of displaying auras:

    @Seraphor said:

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

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

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

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

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

    Please forgive the scuffed icons.

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

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

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

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

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

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

    Then we get the rare and up add-ons.

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

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

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

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


  • @ByeByeQ said:

    Definitely some cool ideas in a well-crafted post. How did you do the larger headings?

    Most of these ideas are great. But one stands out to me, under Warden:

    You lose 10 points each time a Survivor enters another hook stage without being hooked again.

    This is too far out of a killer's control for such a penalty. A survivor could suicide on their first hook because they don't like your choice of killer or cosmetic or any other petty reason like they see their entire team urban evading around doing nothing. Or survivors just don't get the save in time.

    I think the whole Warden category would be better to focus more on overall results:

    • You earn 25 points if you get 8 hooks before any survivor dies.
    • You earn 50 points if you win getting 12 hooks or 11 hooks plus hatch.
    • You lose 20 points if all survivors die before you get 5 hooks.
    • You lose 50 points if the first 3 hooks you get go to the same survivor.
    • You lose 10 points if a survivor bleeds out.
    • You lose 100 points if the survivors spend a cumulative time of over 10 minutes bleeding out of the ground.
    • You lose 20 points if all survivors die before you get 5 hooks.
    • You lose 50 points if the first 3 hooks you get go to the same survivor.
    • You lose 10 points if a survivor bleeds out.

    These are also outside of the killers control.

    Unless for the 2nd one you mean distinctly hook events not hook states. But even then, you could potentially be forcing killers to throw the game to avoid 50 demerits if the survivor puts them in such a position.

  • If he's already cornered you to the point where you're forced to jump into a locker with no other resources to put distance between him and you, then he has already earned it. You're just being stubborn and petty.

    You're allowed to be stubborn and petty, but at least acknowledge that's what you are.

  • @Alcuin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3135543#Comment_3135543

    That doesn't obliterate camping. If you're working on a gen with OTR, it's because the killer let you. The strong part of the perk is being able to take an extra hit, but that goes away when working on a gen. Regardless, camping is free for the killer. Obliterate camping through basekit measures, not perks that deactivate in endgame.

    You're not on the floor, you're still up and running about, and you only need to mend once you're safe, you can simply hold down the sprint button indefinitely, and again, you're not dead.

    How entitled does a survivor need to be to think that Endurance isn't good enough. It's the survivor equivalent of Exposed.

  • In what universe is gaining a free health state in exchange for deepwound and the need to mend a downside?

    Who cares if it gives the killer another stack of STBFL, they didn't down you when they should have!

    That's like completing a gen, only to have a killer perk instantly regress it to 50% because you tried to complete it. (triggered by the very act of completing it)


    And you're conveniently missing out all of the Hex perks (killer perks that survivors can delete), and a number of new limited perks such as Thanatophobia (loses 60% of it's power when a survivor is sacrificed), Ruin (deleted when a survivor is sacrificed) and Corrupt (deleted when a survivor is downed).

  • Depend who's the easier target. If I'm nowhere near to actually hitting the survivor I'm chasing yet, then the survivors who's putting themselves in a weak position to go for the unhook may be the better target to go for.

  • Absolutely no problem with DS going to 5s again. Hell it can even work on both unhooks. As long as it remains disabled at end game all is good and right with the world.

    The risk of a stacked OtR + DS would be a damn good disincentive to tunnel.

  • Well after all the complaints about locking exclusives behind a paywall, what do you expect?

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133833#Comment_3133833

    I usually play half-and-half with no solo-queue. But if that's happening as much as the forums says it's happening, then that indicates a problem with the game, not the players.

    Oh no it's the players.

    My solo games where everyone actually tries to play are absolutely fine.

    I cannot count the number of games where one survivor DCs early and then we still repair about 4.5 gens, before the killers added pressure from the 1v3 wins out.

    Or the killer games I have where I plan to take it easy, giving them a real chance to escape, but they still give up and force me to end them all early, robbing the other three survivors of an escape.

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133940#Comment_3133940

    I've changed my bindings so dropping pallets and vaulting windows is square on psn. Normally it was R1.

    I'm kind of worried the devs are going to make the 2nd secondary action button be square with the new update and new perk Reassurance.

    It should be R2, same as locking lockers against Dredge.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133917#Comment_3133917

    Yes. You are right. It will get a little longer (but not by much if you don't pick something that is clearly broken and everyone wants to play/ban it). But it is still not that hard to do. For most killers it will add maybe 1-5% waiting time. The only exception would be some unhealthy strong killers in their bracket (e.g. nurse/blight in highest MMR) - which highlights the problem.

    Also as was stated above - I would be willing to add similar ban mechanism to killer for survivor's perks (this would mean survivors would need to select their build before they are matched) - which would also highlight some problematic perks (e.g. boons)

    You got a source for those figures?

    If you have survivors being able to ban even one killer each (four killers per lobby), combined with killers being able to ban perks (even just DH), then matchmaking will not increase by 1-5%, it will grind to a halt.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133694#Comment_3133694

    Or you could adjust matchmaking so, that those 4 will not get into 1 lobby ;) Done deal

    You want to add further layers to matchmaking?

    You realise the more complicated you make it the longer it takes, right?

  • @ByeByeQ said:

    We should be able to auto-buy all nodes on webs 1 to 9 and 11, since we have to buy those entire webs anyway.

    We should be able to select farther out nodes and have it auto-path to collect it.

    This would make bloodwebs much less torturous.

    Just remove levels 1-10. Have level 1 start with the entity active and two perks per web. Wouldn't speed it up but would make it more worth your while.

  • I once had a team mate stuck in a bear trap under a pallet.

    Using the same button I:

    1. Dropped the pallet
    2. Vaulted the pallet
    3. Re-vaulted the pallet back to the trapped survivor
    4. Tried to rescue from the bear trap

    Unfortunately Trapper then appeared, whacked me, I tried to rescue again but I instead healed myself, then I went down and so did the other survivor.

    Annoying thing is I knew the trap was there and made a point to avoid it.


    Oh and not to forget the time I tried to rescue someone mid chase on Midwich with BT just to dive into the locker that was directly next to the hook, at full health.

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133722#Comment_3133722

    So you're basically saying it was killer-sided without saying it's killer sided.

    Six of one, half a dozen of the other.

    Though I suppose it's been very killer sided because half the survivors are DCing the moment they load in and see that there's a killer in their game.

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