Seraphor
Seraphor
About
- Username
- Seraphor
- Joined
- Visits
- 9,011
- Last Active
Comments
-
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3132968#Comment_3132968
Seems like you are the only person on this planet who thinks that the Patch was survivor-sided.
I wouldn't say it's survivor sided overall, but don't discount the ways survivors have benefitted just because the killer has received a few minor buffs.
The 10 extra seconds of gen time has done absolutely nothing. 'Genrushing' is as real and effective as it ever was (in as much as it requires the same level of devotion to repairing gens as it always has). Especially now that most of the slowdown/regression perks have been nerfed into the ground. Ironically all the healthy ones that stopped killers camping like Ruin, Pop and Pain Res. Oh well.
The next most effective killer buff was the reduced speed boost survivors get after being hit. But this alone doesn't make much of a difference if the survivor still has time to make it to some kind of obstacle, which they often do, at which point the chase is reset anyway and you're not saving any extra time. Combined with the DS nerf this makes DS much less useful, but that doesn't really matter because now OtR is much more effective anyway.
Finally, the 0.2s reduction of basic attacks is virtually unnoticeable. It makes animations feel slightly smoother, but it doesn't give any tangible benefit. It makes hook trades easier? They were never difficult.
Don't downplay how effective a basekit BT is, or how prevalent all the new Endurance effects are. I find myself hitting an Endurance multiple times every single game, whether it's Dead Hard (evidently not dead at all), or an OtR I didn't expect, or maybe even a styptic or MoM.
-
So Survivor A rules out: Nurse, Blight, Pinhead.
Survivor B rules out: Huntress, Bubba, Billy.
Survivor C rules out: Wraith, Spirit, Pyramid Head.
Survivor D rules out: Legion, Nemesis, Hag.
Congratulations, now you get hour long matchmaking queues.
-
@ZVom said:
I absolutely Freaking agree with this gentleman. Finally there's someone reasonable on these forums. Damn, long time no see.
And your ideas are great! Very, very balanced and fun changes. These would bring fresh air to most annoying parts of the game!
we also have these MFers that need to be buffed hella lot. I think they should begin with 100% bonus in a category and go up to 300% for green ones in order for them to be reasonable.
https://us.v-cdn.net/6030815/uploads/BRIOU2S5MQ1N/obraz.png
https://us.v-cdn.net/6030815/uploads/MGPGLLRMSBE3/obraz.png
https://us.v-cdn.net/6030815/uploads/73I67BF5YFJB/obraz.png
https://us.v-cdn.net/6030815/uploads/29FRQX1ASSR8/obraz.png
But tbh - I don't expect any of these changes to be implemented as bhvr is clearly satisfied with the amount of grind. They don't have to progress through the game so they can't taste their own medicine sadly.
I suggested a BP offering rework that I think would be better than simply doubling all their values, as I doubt BHVR are ever going to go beyond 100% bonuses:
@Seraphor said:
With several causes for concern over BP gains from the new system coming in 6.1.0, most believing that they won't be receiving as much BP due to a lack of BBQ/WGLF bonuses, or due to the new prestige system resetting bloodweb levels and resulting in fewer rare/very-rare nodes including Bloody Party Streamers, etc. It seems like it's time to dredge up the idea of improving the efficacy of BP offerings once more.
It's common knowledge that the common and uncommon BP offerings are, less than valuable. Often they barely, if at all, result in a reimbursement of the BP it cost to acquire them. For example, a common category specific BP offering will cost 3000 BP, and the maximum it can give you back if you're lucky, is 4000 BP.
Moreover, with bloodwebs resetting after each level 50 prestige, we're going to end up with a lot more common and uncommon nodes, more than most players will be willing to make use of.
With that in mind, my suggestion is the following increase of BP offering values, to make the common and uncommon ones more viable to use, while reworking the rare BP offerings to provide more consistency, i.e. all green offerings will apply their effect to other players.
Increases to BP offering values and effects
https://us.v-cdn.net/6030815/uploads/7NDND3GWPM07/survivorcategories.png
Although only 25% increases for the Uncommon and Common offerings, the main improvement's here is that your 3000 BP spent to gain a Common offering is far more likely to reimburse you that full 3000, and now the maximum value is 6000 BP, giving you the opportunity to double it. Likewise, the 4000 BP Uncommon offerings can double to 8000 BP in a category.
For the Rare's, rather than increasing this bonus further, it instead applies the bonus for all survivors. Creating consistency between the Rare BP offerings and spreading the BP amongst the other survivors.
https://us.v-cdn.net/6030815/uploads/MLI8TPXN2SJQ/killercategories.png
These upgrades work just the same as the survivor versions, except for the Rare's, as there's no other killers to share it with. This is instead replaced by a shared offering in the all-categories section below. This is a net gain for killers as the 100% in one category can give a max of 8000 BP, while the 50% in all-categories can give up to 12000 BP, but this also benefits survivors as well, so it's a net gain all-round.
https://us.v-cdn.net/6030815/uploads/9NRZ4UP0RM3B/allcategories.png
Again, 25% increases to the lowest bonuses to make them more worthwhile to use, and closing the relative gap between different offerings of the same rarity bracket. With Bloodied Envelope providing killers with another sharable offering.
Add-on / Offering Trade-In Feature
Additionally, I'd love there to be an add-on/offering trade-in system, in which we can convert out unwanted trash, into more useful BP offerings. A trade-in system is something that's been suggested many times, but one that I feel is unlikely to become a reality, this however accomplishes the same player wishes, while still requiring engagement from the players to make use of it. You have to use those BP offerings to get your BP back.
https://us.v-cdn.net/6030815/uploads/DQRI92NG6G74/tradeinofferings.png
In this system, you can trade in add-ons and offerings for BP offerings of the same rarity, with Very-Rare's providing the Rare Envelope/Streamers offerings. Ultra-Rare's would not be eligible for trade-in.
There could also be a very small chance (10% or less?) of a trade-in resulting in one rarity higher, e.g. an Uncommon add-on could convert into a Rare BP offering.
This simultaneously removes the unwanted stuff from your inventories, while also providing a means to acquire more valuable BP offerings and an incentive to continue playing more games.
No responses yet though... 🤔
This wouldn't be a drastic change, but it would make all BP offerings worthwhile to use. As it stands the browns are virtually worthless. The new raised category BP cap has helped things, but not by much, especially as we haven't received any further BP score events to make it easier to reach those caps.
-
Any thoughts? Would this be too OP or does it not go far enough?
-
@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3133205#Comment_3133205
I think it's still kinda fine. You could make the opening interaction more difficult,but like,you can prepare for a Survivor trying to escape in the end-game + if they're bringing a key,it's not a toolbox and it's not 16 green medkits.
it's a win for me as killer lol
I feel that would just lead to tunnelling out anyone with a key again.
-
@kizuati said:
I'll continue to stand by the idea that we should bring back hatch spawning before the last person dies,but only on the final gen completion.
Only if it takes as long to open as an exit gate, and the killer can see it's aura.
Being available as a third exit is fine, but it being a 'free' escape while the killer is occupied in patrolling exit gates is pretty cheap.
-
@AGM said:
Keys could really use a base secondary function imo. Being able to use them to open the hatch is cool but you're in that situation so rarely with a key unless you bring one every single game.
Broken Key needs a buff. Prayer Rope and Eroded Token should really get a new effect since there are add-ons that strictly outclass them. And Weaved Ring and Milky Glass are a bit useless these days considering how little value keys have, so I'd give them new effects as well.
Idea: Being able to use a key to "lock" a generator at the cost of X key charges for 15 seconds as a kind of budget Repressed Alliance would be kind of cool.
The main issue I have is that outside of the hatch, keys and maps effectively do the same thing. They're both aura reading items. Maps also don't see much use these days because they were predominantly used via SWF to find the hatch, so the person with the key could open it.
Which is why I built this concept:
@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:
- 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.
- 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.
- 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.
-
Levels 1-10 are legitimately trash but still takes about 5 minutes of your time to click through one by one.
Can we just take a shortcut straight to level 10? Just have level 1 be level 10 after the first prestige, and give us 10 extra levels of maximum sized bloodwebs.
-
@dugman said:
I literally posted earlier today in a different thread I'd love to see keys and maps be combined into a single item with both properties. 🙂
Yeah that topic is what spurred me on to finally post this. 😅
-
If they find the Hatch they can have it.
Half the time they dick about, or if I approach them they carry on running away from me... and away from the Hatch at the same time.
We both just want the game to be over, it'll be over faster if I hook you, than if I try to herd you around to the Hatch.
On a rare occasion, there could be a challenge/daily to factor in. Maybe I need to get 12 kills for a challenge, and I've just had 2 DCs so I'm gonna try and get at least 2 kills out of it if I can.
-
Lag.
In reality the survivor ducked behind something else and you did legitimately lose them. But on your screen, they carried on running, on a path which took them behind that stack of tires, then the server corrected itself and put there where they're supposed to be, somewhere behind you completely out of sight.
-
The only thing that's really lost in this rework would be:
Unique Wedding Ring and the ability to track the obsession. Honestly not such a useful feature anyway.
Everything else is amalgamated, providing better value over a Key or Map as it stands now. Such as the Yellow Twine, combining the Yellow Wire and Red Twine add-ons.
-
Why not?
We have killers that invalidate medkits (Plague), so why not flashlights too?
We also have killers powerless against flashlights (Hag, Wraith) so it'd be nice to see a change of pace there.
Then again, you'll probably get every survivor with a flashlight DCing the moment they realise who the killer is.
-
I mean, ultimately everything about Nemesis and Wesker have been signed off by Capcom. It's not like this is fanfiction.
-
@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3132366#Comment_3132366
I mean. The killer im talking about isnt actually that far fetched mate.
I'm basically describing tombstone Myers except without the ability to even attack. Do tombstone myers tend to attack?
Maybe if this power resource first led into instadowns, then progressed to mori's. So that you have a window where you could potentially make use of hooks if you decide to.
Kinda like Trickster lacerations or any kind of stack system, Condemned etc.
A base power couldn't be as effective as Tombstone Myers, that's only still in the game because its a Very Rare/Iri add on.
And without any way to make a hook rescue, you're basically making tunneling/camping uncounterable.
-
I doubt they'd want to eliminate the use of hooks entirely.
You could argue that Plague counters any healing related abilities, but there's still scope to bypass it via cleansing and getting injured via M1.
So whatever power this would be would still have to leave room for potential hooks, like Pyramid Head.
-
Reassurance isn't a threat to killers unless they want to facecamp, but it is a threat to solo survivors who may be held hostage by 3-man SWFs.
-
@jesterkind said:
The aura reading isn't actually that bad if you bring very specific addons, the Blood Amber is a criminally underrated key addon. That being said, keys are definitely a lot less useful.
Personally, I think keys should show you teammate auras by default, and have the addons either increase the range, or show teammates doing specific actions outside the range. Something of a solo-queue item, I think that'd be a good direction to go with them.
I agree. It would be a decent compromise to the 'basekit Kindred' requests, and much more accessible and affordable than using up a perk slot.
-
They should just combine Maps and Keys. No idea why we have two items types that do the same thing. The Hatch interaction is the only difference.
Instead of keys themselves, it should be a Keyring. you then make the add ons include Keys (openning the hatch) and a range of charms and crystals for aura reading and modification. Give them the ability to track other things like Maps do, this makes them more useful besides opening the Hatch. Then you can phase out Maps.
-
I'm on console. Which means I can't hit anything when I play him but I always get him when playing against him.
-
All that's needed is Floods of Rage and Make Your Choice. Cue unstoppable hook relay.
-
Lately seems to be; Huntress, Nemesis, Legion and Pinhead.
-
@Reinami said:
https://forum.deadbydaylight.com/en/discussion/340995/can-we-talk-about-how-bad-the-grind-is
I think the biggest problem is that the grind is only reduced if you play multiple characters. If you only play a single character/killer, then the grind actually INCREASED for you, and since most survivors only play 1 or 2 characters because they are all just a skin, it is really shown in the survivor side of things.
'Maining' a survivor was a symptom of the old system. It used to be more efficient to just get the bare minimum on every survivor then pile everything into your main to get them all of the perks.
But now it's more efficient to spread it around and play a range of survivors. You don't need to stick to just one anymore, because everyone gets every perk you unlock. This makes dailies easier too as uou can jump on the required survivor and go with all your meta perks.
When they say this is reducing the grind, it's because every prestige automatically unlocks 3 perks on 30 other characters.
Thats 3 x 3,000 x 30 = 270,000
You save 270,000 just on the perk nodes alone. When you factor in the whole bloodwebs required to reach those nodes you're looking at ten times that much.
This means that 20k prestige "tax" is saving you about 3 million BP.
-
@notdragonite said:
https://forum.deadbydaylight.com/en/discussion/comment/3130450#Comment_3130450
some of these changes were mentioned in my suggested changes? (read above)
but i think 5 traps basekit is reasonable.
i don’t see why 5 would be a major “omg pig is op why did they give her an extra trap”
i am a survivor main and even i think giving her an extra trap wouldn’t hurt. saying that they shouldn’t do that is such a survivor main thing to say.
not trying to offend anyone here, i’m just staying the facts. give her one extra trap basekit would be absolutely fine.
Survivor main, that's a new one. 🤣
You don't think it's enough to make each survivor waste up to 60s not doing anything to progress the objectives?
Pig already had the best slowdown mechanic in the game.
-
Her traps are fine, they're decent slowdown without being inherently lethal, either survivors need to make mistakes or you need to pressure them anyway to get a head pop.
What she could do with, and I lump her in with Ghostface and Tier 1 Myers with this, is normal movement speed when Crouching. These stealth killers suffer the most from map presence as in order to use their passive power effectively, then need to slow down before they reach a survivor, essentially meaning you stay crouched far longer than you should if you want to traverse the map at a reasonable speed.
The act of crouching already reduces your FoV, that should be trade-off enough.
Secondly, she should have the delay between charging her ambush and the ambush itself reduced, and have the roar happen later, maybe only half a second, but it would give the survivor less warning to react.
-
The Coulrophobia makes absolutely zero sense on Plague. I can see Sloppy encouraging survivors to cleanse and thus getting value out of GoP.
-
@Mazoobi said:
https://forum.deadbydaylight.com/en/discussion/comment/3129285#Comment_3129285
Fair enough. The new regression buffs have been effective. I've seen more players running Eruption and even SH: GoP.
The former requires killers to leave the hook to kick gens.
The latter requires hooked survivors to be unhooked.
So neither favour camping.
-
As always, Xenomorph.
-
@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3072210#Comment_3072210
I don't the only lobbies I dodge are folks with prestige levels that are way too high to have ATM.....that is a big red flag for it being a hacker or a obvious swf if I don't want to deal with them ATM.
There are legit P91 players out there, and that was about 4 days ago so it's probably 100 by now.
-
Here's a good rule of thumb guys:
Slugging isn't bannable, because the bleedout timer is deemed a reasonable amount of time to be held in the game.
If you're doing an action that prevents a player from progressing for more than that duration (2 minutes) then you're griefing.
-
@TheArbiter said:
I've literally never heard aim assist be called "aim dressing" before except on these forums. Very weird
Because it apparently doesn't actually alter your aim, it just alters the visuals, aka even though you're definitely aiming at the survivor on your screen, the game thinks you're not. Which would imply we can't trust our senses at all.
-
@tippy2k2 said:
I didn't actually read the post but here's an argument against a strawman I built that I assume you agreed with and here are all the ways straw you is wrong
Just the sort of thing a killer main would say...
-
The silent majority reading this thread: 👀
-
@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3124322#Comment_3124322
12-hooking being the best strategy is always going to be skill-dependent. Since last patch, killers got a massive collection of buffs and the camping/tunnelling issue didn't budge, I'm not keen on negotiating more killer buffs until people are ready to let go of camping/tunnelling.
So let's reverse it. First go nuclear on camping/tunnelling, and 12-hooking becomes the most reliable way to win.
A contributing factor is that although killers got general buffs, their primary anti-camping perks got nerfed.
BBQ, Ruin, Pain Res and Pop, all either give incentive to leave the hook and/or require you to leave the hook to get value out of them.
While it's not the only thing needed, we do need more perks that incentivise leaving the hook, as they skew the cost-benefit equation away from camping.
-
Literally never looked up a players profile.
Then again I'm on console and PSN doesn't give as much information.
But no, as a solo survivor main for the past few weeks, the problem with solo survivor is definitely other survivors.
-
Probably a bit of all of the above.
I know from some other games Japanese and Korean players tend to play with a lot more... discipline. If DCing is looked down on there, it'd be much less common.
-
@VoidOfMe said:
https://forum.deadbydaylight.com/en/discussion/comment/3117649#Comment_3117649
it's just a match, the guy didn't want to play a game with a huntress that could hit axes across the map, is that so hard to understand? He has the right to do so, he got a 5 minute ban for that and I'm sure he did something better with his time other than stress about a sweaty killer with buggy hit boxes.
I get why he dc'd and I get how it ruined your match, but when that happens you can always find the huntress, get killed by her and move on to another match that, hopefully, no one dc. No need to let it get to you.
And then the next game someone else does it, and the next game someone else again... and so on.
So many of these games are salvageable. I cannot count how many games where one survivors has DCd or given up early on, only for the rest of us to repair about 4.5 gens. That fourth survivor if they continued to play, would have seen us to 5 gens and an escape.
Likewise I have killer games where I'm trying to go easy and play fair, and 2-hook every survivor, giving them a decent chance to open the gates. But some one hooked early on takes their chances and dies on first hook.
If you don't want to play, just don't queue up to begin with.
Whenever I see a survivor DC early in the game, this is what I imagine:
https://i.imgur.com/Ghx9G8Q.gif -
@Teslaboi said:
https://forum.deadbydaylight.com/en/discussion/comment/3122326#Comment_3122326
As a pig main I feel hurt to be included in said bunch. Tunneling someone with a hat on is so dumb because they already aren't doing their objective. If it's convenient (Like they are close by while chasing someone else) Then I'll harass to get them to restart their box but straight tunneling is dumb and IMHO ineffective with her. Just play Pyramid head lol.
Oh absolutely.
Bubba's get the same treatment. His chainsaw sweep can be really effective in a chase, but it just gets wasted with facecamping.
-
Binding of Kin is also one DLC I don't have and don't really feel any desire to get, so bonus.
-
Killer doesn't put in 4 times the work of 1 survivor, because they have more effective tools with which to complete their objective. But they do have to focus and acheive more than any 1 survivor.
I'd say it's about right where it is, with the killer getting on average 20-50% more than survivors when they win.
-
I wonder how this works with Spinechill. Does it show the proximity indicator before it hits the 36m activation point?
-
*laughs in PS5*
-
@humanbeing1704 said:
Conspiracy
the 40 meter terror radius is a test on him to see if its something they'll add to every killer with some form of a long range ability or movement ability
It's a double-edged sword though. While Nurse/Blight could do with giving survivors advanced warning, they also do not need to benefit from a buffed Starstruck/Unnerving/Coulrophobia. Wesker isn't at that level of lethality so the trade off seems fairer for him.
-
With Doctor, your terror radius is directly tied to your power, so it makes sense to require add ons.
With Wesker, his power by default gives him additional mobility plus slows down survivor movements, which means they need advanced warning or he becomes a stealth ambush killer.
-
I get it, people are human, they have emotions, they ragequit.
That doesn't mean ragequitting isn't a ######### thing to do. That doesn't mean you shouldn't feel ashamed to DC.
https://i.imgur.com/Ghx9G8Q.gifLearn to control your emotions better. Learn to take the game less seriously.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3123982#Comment_3123982
Cool
So why did they remove old facecamping? It's functionally the same thing as what you are describing.
I covered this in a post you replied to.
@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3123299#Comment_3123299
They want every action to have risk, every action to be a 'game' that the survivors and killers play with each other. This includes camping, where a survivor has to outplay the killer to secure the unhook.
Likewise, they want killers to have the option to camp, to provide that risk for survivors. As with everything the killer does, it's a cost-benefit, a matter of focusing your attention in one area and away from another. That's the trade off, you camp the hook, but you lose your gen pressure.
Now they can (and should) balance that cost-benefit ratio, and I agree it could be more in the survivors favour to disincentivise camping*. But the option to make that choice, to weight up that cost-benefit, is always going to be in the game, it's always going to be valid, whichever way the killer decides. If that means the killer camps, then the killer camps, and that's a valid choice.
What they don't want is for one side to have a way to absolutely deny an action for the other side. That's why facecamping was removed, so that killers couldn't literally prevent anyone from unhooking, that's why Pig was reworked, so that she couldn't camp a jigsaw box and prevent a survivor getting their trap off. To want to 'prevent' camping or tunnelling is exactly what they want to avoid, an absolute denial of an action.
*Ironically, they've just nerfed a load of great anti-camping perks. BBQ, Ruin, Pain Res, Pop. They all provided the killer with a greater benefit to leaving the hook, they were healthy perks, but they were nerfed because they were meta.
-
There's actually a hard limit on the time it can be extended for two survivors tag-teaming it to negate the 10s cooldown loss.
That limit is... 60 minutes.
-
@FrenziedRoach said:
There is one basic flaw in this game that will cause killers to seek to camp or tunnel as long as it exists... Permadeath.
Once you are dead, you don't come back - no respawns. That = less people to keep track of.
So unless the devs are willing to greatly increase a killer's power so respawns can be in the game, this isn't going to change. Best they can do is discourage it.
This would require either completely redesigning the basic format of the game (why not just create a new game, DBD2?) or it would need to be met with a similar mechanic on the other side, resetting completed generators.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3123598#Comment_3123598
That's great.
How do you outplay the Bubba sitting in front of someone on the hook?
Oh yeah, you don't. You let him get his Kill because there's not a damn thing you can do.
Funny you say that because I've done that a few times. It can take two survivors to pull it off, but any window of time the killer is distracted could be used to make the unhook, and it is possible to dodge the chainsaw, meanwhile the unhooked survivor speeds away on a wave of Borrowed Time.
Nevertheless, this is a problem with one or two killers in particular, and I'd totally be on board with some kind of fix exclusive to Billy/Bubba.
On the other hand, this can simply be seen as the killer using their power in an effective way, and until BHVR make that fix, it's a valid tactic. The fact that it's not fun for the survivor isn't the problem, unless it leads of player retention issues and BHVR deem it a problem, but that's extreme and very unlikely, I rarely see Bubba myself. Besides, there are many survivor tactics that aren't fun for the killer either.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3123293#Comment_3123293
Tunneling, you could make a case for.
BHVR clearly wants Survivor to be able to be unhooked, otherwise they wouldn't have removed actual facecamping. Some Killers can still make it impossible to unhook the Survivor, ergo, we can infer from their past actions that this is not ideal.
They want every action to have risk, every action to be a 'game' that the survivors and killers play with each other. This includes camping, where a survivor has to outplay the killer to secure the unhook.
Likewise, they want killers to have the option to camp, to provide that risk for survivors. As with everything the killer does, it's a cost-benefit, a matter of focusing your attention in one area and away from another. That's the trade off, you camp the hook, but you lose your gen pressure.
Now they can (and should) balance that cost-benefit ratio, and I agree it could be more in the survivors favour to disincentivise camping*. But the option to make that choice, to weight up that cost-benefit, is always going to be in the game, it's always going to be valid, whichever way the killer decides. If that means the killer camps, then the killer camps, and that's a valid choice.
What they don't want is for one side to have a way to absolutely deny an action for the other side. That's why facecamping was removed, so that killers couldn't literally prevent anyone from unhooking, that's why Pig was reworked, so that she couldn't camp a jigsaw box and prevent a survivor getting their trap off. To want to 'prevent' camping or tunnelling is exactly what they want to avoid, an absolute denial of an action.
*Ironically, they've just nerfed a load of great anti-camping perks. BBQ, Ruin, Pain Res, Pop. They all provided the killer with a greater benefit to leaving the hook, they were healthy perks, but they were nerfed because they were meta.