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Seraphor

Seraphor

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Seraphor
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  • @Sparks741420 said:

    Behavior does absolutely NOTHING about the VAST amount of cheaters in this game.. And tbh the majority of the cheaters are killers. And nothing will ever be done about it.. Because They don't care.

    Strangely I've only ever seen survivor hackers.

    Infinite instant blinding flashlights, teleporting to the exit gates before they're completed, instant healing, fasting sprinting speeds, etc.

    Admittedly some of them have hacked their way into being killers, but they're queueing up via the survivor role.

  • @EvilSerje said:

    Yet again all objections about it is that killer is "sacred cow". I still don't see the problem except punishing bad killers, which is fine by me.

    • "Survivors will run around the hook." Great, you can chase that survivor, you should do it anyway.
    • "Another survivor will freely unhook first one." Great, he unhook, spend time on healing, meanwhile another one is on hook. Snowball begins. That's basically what good killers do now, they go for another survivor, and in this scenario you don't even need time for searching.
    • "Two survivors run around the hook". Super great. You can smack both of them, that's 3 injured, 1 at best on the gen, you can go after injured 1.

    Problem is that all discorse is based on axiom that killer always should win. Survivors don't, they die always anyway, they got used to it.

    https://us.v-cdn.net/6030815/uploads/S0NOUBDQQWM6/image.png

    Conversely, killer is the power role. Survivors are the numbers role. They outnumber the killer, and through teamwork, they can beat them.

    So in a 1 v 1 scenario, killer has to win, or the game is fundamentally broken. This means:

    1. Chases eventually have to end. (Bloodlust)
    2. If a killer wants to eliminate a survivor, they can. (camping and tunnelling)

    The only question is at what cost does this come at to the killer. They're putting all of their effort into eliminating a survivor, then they lose elsewhere in the game, and that's why the best recourse for camping is and always will be, doing gens.

    Hence my previous suggestion of instead of extending the hook timer when a killer camps, award survivors with faster gen speeds. Punish the camping killers where it counts, instead of preventing them from being the power role and destroying the entire killer dynamic.

    If the cost for camping increases (rather than any hard preventative measures that can never be effective enough without royally screwing the killer role) then killers will on the whole be less inclined to hard camp from the start of the game.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3101924#Comment_3101924

    If threads keep getting made about "get good without dead hard", I have all the right to comment about not using it and mentioning everything else that got buffed on the killer side, since you guys conveniently keep omitting it.

    DH had a 75% pick rate. This means you were practically guaranteed to have at least two in every game.

    Given how effective that perk in a chase was, if each of those two-on-average survivors used it just once a game, it was likely giving survivors (as a team) about 1-2 minutes of free time, every single game. That's free time you as a non-DH user would have had to repair gens.

    So whether or not you were using it personally, it's was a very effective tool for all survivors, and compounded the effects of genrushing.

    So yes, other things got buffed for the killer, but a 0.3s reduction of break and hit cooldowns is no where near as impactful as 1-2 minutes of risk free chases for survivors. And while gen times increasing does have a significant effect, it's one that is easily counterable via smart, cautious survivor play, as opposed to simply having a chase extended by 30-60 seconds with nothing you can do to prevent it. Baring in mind a killer has to make up to 12 chases a game, or more if unlucky. While survivors only need to repair 5 gens.


    I also never played with DH before the patch (or after for that matter). Instead of whining about 'easy' it is for killers now, I'm instead using my learned behaviours of years of non-DH solo survivor play and doing just fine as a solo survivor, because I'm not making risky plays, I know how long it takes me to reach a given pallet or vault, and I evade the killer instead of rushing up to the hook in his face.

  • @deKlaw_04 said:

    https://forum.deadbydaylight.com/en/discussion/338083/patch-is-fine-you-just-climbed-higher-in-mmr-than-you-should-of

    “Incentives” that isn’t gonna fix anything. People are gonna still camp and tunnel because it’s easier and leads to wins. They should I don’t know.. actually fix it

    And what if not camping and tunnelling was easier and led to more wins, because of incentives?

    Which is precisely why I don't camp and tunnel, Make Your Choice and Devour Hope are far more profitable.

  • You can't say for certain they were missing skillchecks on purpose, especially against Doctor.

  • @jajay119 said:

    So, would you recommend maybe removing the buff for it?

    I was very aware that I didn't want the OP to be a 'OMG THANA IS THE KILLER DH NOW' type thread, but I can't help feeling that it's being stacked a lot at the moment and quite frankly it's making games pretty boring.

    I'm getting a lot more unhooking and healing in, I'm not taking items in to make chests useful and I'm not running boons to add variety to the gameplay.

    It's a vicious circle cause I'm either making the match last longer by not doing gens... or sitting on gens for longer bored and THANA is a really exasperating that particular situation now.

    I really wish BHVR would look at a more solid secondary objective if Theyre looking to extend matches and give killers more time against gens, personally.

    It could easily deal with a nerf to 4% per stack and still be a decent slowdown perk and still be very effective on Plague and Legion.

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/3101683#Comment_3101683

    You seem to ignore my suggested additional condition: "killer is not in a chase". With that additional condition the abuse you described (looping around the hook) does not work.

    Increasing hook timers is maybe a solution. An issue I can see is that survivors would tend to finish gens before going for the unhook, which could increase the genrush.

    It doesn't need to be looping, survivors can instigate the same effect without triggering a chase.

    Two survivors flank the hook, and the killer can't chase either of them without opening up the hook to the other one.

  • It's doubly more effective now due to it's buff and the increase to base gen times.

    Frankly it didn't need the buff, even without it it would still be a meta perk.

    It could even be nerfed to 4% per stack and it would be on par with Gift of Pain.

  • What's more is camping is a valid tactic, with counters.

    Two healthy survivors can guarantee a rescue, and if that's not good enough (Bubba) you can all do gens. That's what the killer is giving up by camping, any and all gen pressure.

    So... maybe instead of pausing the hook timer, a camping killer can trigger an increase to repair speeds instead.

    This wouldn't be as abusable because in order to capitalise on it, survivors would need to do gens, and any not doing gens are squandering the effect.

    Either 5% baseline, or it could be a survivor perk like Kinship and boost gen speeds by 10%.

  • What would happen is 2 other survivors would bait and loop the killer around the hook, pausing it indefinitely and giving survivor no. 4 all the time they need to crank out the gens.

    We know because they tested this on a PTB.

  • @smexxyhexxy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3099512#Comment_3099512

    So.. what is the kill rate that BHVR would like? We would like more transparency.

    They've said before that they want an average of 2K per game, which equates to a 50% kill rate.

    Therefore we know that kill rates before the patch were <50%.

  • The grind actually decreases with each new character.

    Instead of having to spend ~50K after unlocking a teachable to then reach that perk on another characters bloodweb, it's unlocked automatically on all characters.

    At the moment with 31 survivors, the 400k it costs to get from level 40 to 50, actually saves you about 4.5 million BP in that you don't need to then grind that out 30 other characters.

    Add another survivor and the saving automatically rises to 4.65 million, etc.

    Every new character that is released, will automatically learn every other perk instantly.


    I get that before it was best practice to just level to 40 then dump survivors, but that was a symptom of the previous system, and it meant that those 40 levels worth of items, add ons and offerings were wasted. You now don't need to settle for one 'main', and survivors can level in a similar way to killers.

  • I thought you said the cheats were subtle?

  • A week of solo queue, running Off The Record appropriately 50% of games. Hasn't procced yet.

    Can someone tell me why I haven't encountered a single tunneller yet? Feel like I'm missing out.

  • @Thusly_Boned said:

    https://forum.deadbydaylight.com/en/discussion/comment/3100668#Comment_3100668

    It's just a common strawman atm. Very, very few people are saying solo queue is fine. It's not fine, and never has been.

    But apparently if you don't agree that it's pure misery comparable to a cold war Russian gulag, you're essentially saying it's perfect.

    Yeah solo queue has never been 'fine'.

    It is however, virtually the same as before this patch.

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3100600#Comment_3100600

    what they needed to do is not give out 50000000000000000000000 free accounts,not remove the game from EGS.

    Literally only cheaters use EGS, any legit player can just use Steam.

  • The game is bad enough forcDCers as it is, absolutely not.


    What they need to do, is remove the game from Epic.

  • If that's the case, should survivors have deserved any respect before the patch?

    Six years of easy survivor games, nobody bats an eye

    One week of killer sided games, everyone loses their minds.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3098761#Comment_3098761

    Everyone throws out statements as if they know. What is a lot of players? Who knows!

    Anyway, they did make a lot of changes, mostly to placate killers. They didn't change a thing from PTB to live with respect to a lot of the survivor perspective feedback.

    And?

    Play killer, then you benefit from the changes.

    We're all players who play both sides here. Except for the weird ones who refuse to play one side or the other.

    This patch was not a disaster. I probably play more killer usually, but I've played a hell of a lot more survivor (solo) since the patch due to queue times and it's been fine, apart from the first few days where all my team mates threw tantrums and ragequit.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3099504#Comment_3099504

    I know 0.12 seconds is a small number, but keep in mind it takes 1.5 seconds to do an unhook. So prepatch the hit recovery with full 8 token STBFL as 1.2 seconds, which meant there is a 0.3 second window to do a second hit in a row on someone trying an unhook next to you. While post-patch the recover is 1.08 seconds (that 0.12 seconds faster you mentioned) which means that window is now 0.42 seconds, a 40% increase. That means it’s relatively speaking a lot easier to get that second hit in because your margin of error is 40% larger.

    So that 0.12 second change actually does make a noticeable difference in hook trades. In chases it’s not quite as noticeable, basically it’s a 0.5 meter less distance gained by the survivor, which can change the outcome in close chases but you wouldn’t necessarily realize it as it happened. It would be a statistically significant slight boost over the course of a lot of chases but small enough you’re not going to really see it and go WOW.

    Personally I think mainly because of the hook trade difference they might end up tweaking STBFL so its total net recovery speed after a hit is the pre-patch 1.2 seconds. That speed was plenty fast to make STBFL be a good perk that got used a reasonable amount. This new version is just very slightly overtuned.

    I've never personally had an issue getting that second hit in, before or after the patch.

  • Something I haven't seen many people acknowledge is just how much you save by unlocking perks on other characters by prestiging.

    A tier 1 perk mode is 4000 BP. With 31 survivors, prestiging a survivor unlocks 3 perks on all survivors, saving 360,000 BP on just the perk nodes, let alone the bloodweb levels required to get to those nodes.

    Rises to 450,000 and 540,000 for tier 2 and 3 perks respectively.

    If you factor the bloodweb for each of those it's closer to 4 million, per perk.

    So for every additional 400,000 you spend getting a character from level 40 to 50, the perks that are then automatically learned by the other 30 characters refund this and potentially save you about 4 million BP. That's a ten-fold saving.

  • While they tested slowing down hook progress when the killer was near the hook, I think it could be worth testing out speeding up repairs while the killer is near the hook.

    If the killer is legit camping then this gives the others survivors a slight edge when they make the correct counterplay.

    If survivors try to loop the killer by the hook to abuse it, they're not getting as much out of it, because at least one of them isn't repairing gens and getting that boost.

    Nothing major, maybe 5% increased repair speed after 10s of camping.

    Alternatively make it a survivor perk with a more powerful effect. When you or another survivor is hooked, all other survivors gain a 10% increase to repair speeds. Does not stack.

  • STBFL is 120 milliseconds faster at 8 stacks (0.12s).

    For perspective, killer base speeds were buffed by 300 milliseconds.


    While it can be oppressive if the killer is running all slowdown perks, I generally don't see this. Otherwise it just means you actually have to do gens. They were way too fast before.


    "Chases are too short" is entirely a skill issue. You never needed DH to run a killer for ages. Git gud.


    They are doing something to help with the item and add on grind, but the perk grind is much better now.

  • I've had a couple of campers, which were countered. I haven't had any tunnellers.

    Telling by the fact that I've never once had Off The Record trigger for me.

  • May as well just have the entire game end the moment someone DC's, just like when the killer DC's. That's what would happen anyway.

  • I'm inclined to agree.

    Eruption is basically a reverse Pop. Kick then Down instead of Down then Kick. The incapacity effect is largely just flavour, it could inflict the slowdown in any number of ways. It could for example blow up the gen and block it for 30s similar to Merciless Storm or something. This wouldn't be countered by letting go of the gen, and therefore would affect SWFs and solo's equally.

  • FYI if you fail the skill check, it does halt the regression. So in the mean time, keep that in mind.

  • Weird I've played mostly solo queue since the patch and it's been fine.

    Maybe it's a skill issue.

  • I don't think the Anxiety effect would be all that fair.

    Sometimes standing still doing nothing to evade the killer is the right thing to do.

    Imagine you've been playing pretty stealthy so far so you've accrued a fair amount of Anxiety. Then suddenly the killer comes to patrol by you. You're forced to hide somewhere at that pointn but then you risk tiering up your Anxiety and ibstantly alerting the killer to your location.

    Your other two ideas sound like good bases for some new survivor perks.

  • Slugging for 4K is about the same mentality as waiting at the exit gate to teabag the killer.

    I don't get it or why anyone would waste that time.

    Just race them to the hatch, it's in the killers favour anyway.

  • Nah I use Windstorm Wraith with Make Your Choice.

    It's savage, but it's by definition not camping or tunneling.

  • @Sparks741420 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3095999#Comment_3095999

    everything I had is locked which shouldnt be. there's no "system" that i dont understand.. everything i did have and should have I don't because they rounded everything off of my account. 5-20 thousand matches worth to be exact. I know exactly what the case is... more and more players leaving this poor excuse of an update and game in the trash.

    "I know exactly what the case is..."

    You literally dont. 🤦‍♂️ Reread what I said, then go check your bloodwebs. You still have everything you had before unlocked as teachables.

  • @TragicSolitude said:

    The Bloodweb starting at tier 1 after Prestiging is an issue.

    I just went like 20 Bloodwebs without accepting the final perk. I didn't want the perk at tier 2, I certainly don't want it at tier 3. And it was great, knowing exactly what the Entity would consume first because of that one perk being unclaimed let me manipulate Bloodwebs in an efficient manner. Now I'm at Prestige 2 tier 1 and I have to accept the final perk to continue on. So far, I've decided to just not continue putting Bloodpoints into the killer Sucks. At some point that'll happen with all my killers, and I'll be at a roadblock where I just can't put BP into any of them anymore.

    The way this whole thing is set up takes away player choices and I hate it. I can't keep this one perk forever at tier 1 the way I did with the old prestige system. I can't choose whether or not to prestige. I can't stick with level 50 Bloodwebs. And I can't choose to keep my prestige levels private from others.

    You're stuck on a Make Your Choice roadblock too eh?

  • That's entirely the point. You literally cannot see more than a few meters, everything beyond is blacked out. It's not your settings.

  • @Antrapace said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096796#Comment_3096796

    How exactly would it destroy it? Having it optional doesn’t make one bit of difference IMHO.

    Player 1. Needs perks and add ons = uses new system

    Player 2. Wants to show off their high prestige = uses new system

    Player 3. Doesn’t care about prestige / only wants add ons / wants to save time = uses old system

    bigger blood webs would help a little but more of band aid…real solution rework the blood web all together!

    1. As an indication of how much you've invested in a killer. It wouldn't work if you could just ignore it.
    2. Players shouldn't have to choose between 'unlocking perks on other characters' and getting add-ons. And while not as important because it's not affecting gameplay, they also shouldn't really have to choose between bloody outfits/perk charms and add-ons either.
  • This is actually exactly how it was working in the brief period before it was killswitched. Instead of being an additive bonus like streamers, it was a multiplicative bonus.

    But personally, a free party streamers for a +100% additive bonus would be fine for me.

  • Making Prestige Optional would kinda destroy the entire new system they just implemented.

    Maybe what they should do is each level of Prestige, the bloodwebs start getting bigger, sooner. So instead of waiting until level 40 for 2 perks per web, it's 35, 30, 25, 20, 15, 10, 5 and then once you hit Prestige level 9 every bloodweb is the size of a level 50 bloodweb.

  • Only an incredibly inexperienced survivor would think BBQ needs a nerf. You're only aware of it's effect because it's so clearly telegraphed. (this is the second topic you've made on this. you'd thing someone would learn not to make a fool of themselves)

    BBQ can be easily evaded by: hiding behind a generator, getting in a locker, being within 40m of the killer, and you have plenty of warning it's about to go off.

    You have no complaints for the plethora of other aura perks and add-ons killers use, because you don't notice them happening, yet I guarantee they have a similar or stronger effect on your games.

    Bitter Murmur: Every time a generator is completed the killer sees everyone's aura. JUST as strong as BBQ, only it's not triggered by the killer, it's triggered by a random survivor, making it difficult for the survivors to evade, but also used opportunistically by the killer, usually during a chase.

    Darkness Revealed: Open a locker to see the auras of every survivor near another locker. Much more powerful than anyone gives it credit for, although stronger on certain maps. Survivors cannot react to this other than to avoid all lockers at all times. Very useful for killers such as Dredge, Sadako, Freddy, Nurse, Blight, Billy, Wraith.

    Nurses Calling: Healing within 28m of the killer? They can see you.

    I'm All Ears: Looping a killer and trying to mind game? Don't vault because they can see you.

    Those last two are great for Pyramid Head, Artist, Ghost Face, Pig, Deathslinger, Huntress.

    Floods of Rage: See everyone's aura when someone is unhooked, except the survivor that was just rescued. Opposite of BBQ, basically turns the 'clearly-telegraphed' aspect back the other way as the killer can usually predict when a hooked survivor is about to be rescued, great anti-tunnel effect, and pairs wonderfully with Make Your Choice.

    All of those are as effective at locating survivors as BBQ is. Why do survivors only care about BBQ?

    BBQ also serves to get killers away from hooks, reducing the incidence rate of camping. Of all of the aura perks a survivor wants to encounter, it's BBQ.

  • So the killer ran oppressive, overbearing, OP slowdown perks, making gens unfathomably slow... and you still got the exit gates open?

    Sounds like they need to be buffed.

  • @Sparks741420 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3095813#Comment_3095813

    NO they only needed to be lvl 40 to unlock all the perks for them. the fact that you're defending this system is evidence enough you could care less.. go find something else to bide your time.. because I am more than well aware of the fact i've been flat out robbed and it's not some "entitled misconception" you boof

    You're talking about teachables.

    You still have teachables unlocked.

    You are still able to find those perks on the bloodwebs of other characters.

    You haven't lost anything, you can still obtain all of those perks the same way as before, via the bloodwebs of individual characters.

    What you don't have is the perks automatically unlocked on other characters, which requires that you prestige characters. You either didn't prestige them before the patch, or you didn't meet the prerequisite number of unlocked perks to gain prestige levels on those characters.

    Don't have a tantrum just because you've failed to understand the system. "entitled misconception" in this case is 100% accurate.

  • If you had every perk in the game, then your characters would be P6 minimum, plus extras for any existing Prestige levels.

  • @Sparks741420 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3095790#Comment_3095790

    ALL OF MY CHARACTERS WERE LVL 50 some P1 some P2 etc. as in my example my P2 lvl 50 which should be P8 lvl 50 is now P6. characters I had just lvl 50 (to unlock perks) are still at 0 prestige instead of P2 lvl 50. This isn't a bug its behavior rounding everyone down and screwing me out of hundreds of millions of bps and perks etc.

    You weren't screwed out of anything. You were awarded with extra levels.

    Why do you think your P2 should have been transformed into P8 instead of P6?

    Talk about entitled.

  • On the other hand cages can't be camped, so 5s of BT isn't going to do anything.

  • @Sparks741420 said:

    i've done the math i've lost a rough estimate of 200 million bps worth of prestige through conversion. My prestige has been gutted and numerous perks are now LOCKED at yellow... The prestige system alone has made me and many of my friends practically quit.

    How have you come to that figure and how is that even possible?

    You shouldn't have lost prestige levels. If you have, that's a bug.

    Prestige 1 costs 20k and saves a minimum of 420k by unlocking 3x28 perks on other characters. (Realistically much more by several factors if we're counting the bloodwebs required to get them and not just the cost of the perk nodes themselves)

    Prestige 2 and 3 save 504k and 588k respectively.

    Per character.

  • @ShyPirate said:

    https://forum.deadbydaylight.com/en/discussion/comment/3058110#Comment_3058110

    I am really glad they reduced it from 50k, but it still doesn't change the fact that there was no reason to introduce a prestige cost in the first place.

    It may not have been necessary, but I can see why they may have thought it wasn't detrimental.

    Prestiging a character unlocks 3 perks automatically on every other character. That alone is saving you 15k x 28 survivors = 420,000 BP, just on the perk nodes, let alone reducing the entire bloodwebs you would need to get through to even reach those nodes.

    2nd and 3rd prestiges save you 504k and 588k respectively.

    But like anything, it's all about optics and psychology.

    Players can't see the 420k they saved, they only see the 20k they lost.

  • I wonder if we'll see this effect again.

    They seem to use these things to test out new mechanics, like when we first got Yellow Glyphs, then a couple months later Sadako came out with Merciless Storm.

  • @Gorgonia said:

    https://forum.deadbydaylight.com/en/discussion/comment/3094364#Comment_3094364

    The fact that bubba can travel the map with his power on is ridiculous. To be honest, I don't remember him capable of that before or I'm just old and my memory fails me

    It's his add ons, one of which is a meme add on.

    Iridescent Flesh: recharges all charges when you hit someone.

    Speed Limiter: makes chainsaw non-lethal (so you get more hits to chain)

  • @jayoshi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3094554#Comment_3094554

    They why does it have an MMR system if it's for funsies? If it's not a ranked game - then it would match you with anyone. I mean I think it might, it does feel like MMR is broken. But this is a rank based game.

    Because it's not for funsies when pros demolish potatoes.

    MMR only exists to give newbies some breathing room. It's not a rank system.

  • Iridescent Lament Configuration is an Ultra Rare Summons of Pain Add-on . Nerf: increased the Aura reveal range from 16 metres to 24 metres.

    Probably this

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/3094567#Comment_3094567

    Eh. For every killer that leaves hook only because of BBQ there is one that uses BBQ auras or lack of them as an excuse to camp. In the end killers will camp with or without BBQ. And the aura reading is strong on high mobility killers and can still provide at least good info on any other killer.

    Yes killers can use perks badly.

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